{$CLEO .cs}

thread 'Tele_Sel'

:Vice_Tele_Select_1
wait 0
if 
   Player.Defined($PLAYER_CHAR)
jf @Vice_Tele_Select_1 
wait 0 
if and
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 17
jf @Vice_Tele_Select_1 
08D4: 1@ = create_panel_with_title 'ViceSel' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB:  set_panel 1@ column 0 header 'DUMMY' data 'Vice1' 'Vice2' 'Vice3' 'Vice4'  'Vice5' 'Vice6' 'Vice7' 'Vice8' 'Vice9' 'Vice10' 'Vice11' 'Vice12'
0512: permanent_text_box 'MENU'
Player.CanMove($PLAYER_CHAR) = false

:Vice_Tele_Select_2
wait  0
if 
00E1:   player 0 pressed_key 15
jf @Vice_Tele_Select_3
08DA: remove_panel 1@
03E6: remove text box
Player.CanMove($PLAYER_CHAR) = true
jump @Vice_Tele_Select_1

:Vice_Tele_Select_3
wait 0
if   
00E1:   player 0 pressed_key 16
jf @Vice_Tele_Select_2
08D7: 2@ = panel 1@ active_row
08DA: remove_panel 1@
03E6: remove text box


:VICE_TELEPORT_1
if   
2@ == 0 
jf @VICE_TELEPORT_2
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0
04E4: unknown_refresh_game_renderer_at 2237.834 -2230.016 5.533368
Actor.PutAt($PLAYER_ACTOR, 2237.834, -2230.016, 5.533368)  //Ocean View Hotel
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_2
if
2@ == 1
jf @VICE_TELEPORT_3
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 2098.671 -2425.426 4.894975
00A1: put_actor $PLAYER_ACTOR at 2098.671 -2425.426 4.894975  //Pole Position Club
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_3
if
2@ == 2
jf @VICE_TELEPORT_4
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 2117.316 -1775.032 4.926415
00A1: put_actor $PLAYER_ACTOR at 2117.316 -1775.032 4.926415  //Ken Rosenberg's Office
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_4
if
2@ == 3
jf @VICE_TELEPORT_5
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 2496.092 -1036.105 4.492937
00A1: put_actor $PLAYER_ACTOR at 2496.092 -1036.105 4.492937   // Malibu Club
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_5
if
2@ == 4
jf @VICE_TELEPORT_6
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 2378.89 39.9194 12.77423
00A1: put_actor $PLAYER_ACTOR at 2378.89 39.9194 12.77423   // North Point Mall
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_6
if
2@ == 5
jf @VICE_TELEPORT_7
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 1621.136 -1497.84 12.16036
00A1: put_actor $PLAYER_ACTOR at 1621.136 -1497.84 12.16036   // Diaz' Mansion
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_7
if
2@ == 6
jf @VICE_TELEPORT_8
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 1161.875 348.8388 6.035144
00A1: put_actor $PLAYER_ACTOR at 1161.875 348.8388 6.035144   // Hyman Condo
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_8
if
2@ == 7
jf @VICE_TELEPORT_9
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 993.3853 -1823.445 7.349887
00A1: put_actor $PLAYER_ACTOR at 993.3853 -1823.445 7.349887   // Sunshine Autos
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_9
if
2@ == 8
jf @VICE_TELEPORT_10
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 551.0164 -1770.519 9.327742
00A1: put_actor $PLAYER_ACTOR at 551.0164 -1770.519 9.327742  // Vice City Airport
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_10
if
2@ == 9
jf @VICE_TELEPORT_11
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 984.705 -750.7682 5.718875
00A1: put_actor $PLAYER_ACTOR at 984.705 -750.7682 5.718875   // Kaufman Cabs
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:VICE_TELEPORT_11
if
2@ == 10
jf @Liberty_Tele_Select_1
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 943.9911 -1228.697 5.782017
00A1: put_actor $PLAYER_ACTOR at 943.9911 -1228.697 5.782017   // Print Works
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1 

:Liberty_Tele_Select_1
if
2@ == 11
jf @Vice_Tele_Select_1
08DA: remove_panel 1@
03E6: remove text box
wait 500
08D4: 3@ = create_panel_with_title 'LCSel' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB:  set_panel 3@ column 0 header 'DUMMY' data 'Lib1' 'Lib2' 'Lib3' 'Lib4'  'Lib5' 'Lib6' 'Lib7' 'Lib8' 'Lib9' 'Lib10' 'Lib11' 'Lib12'
0512: permanent_text_box 'MENU' 
Player.CanMove($PLAYER_CHAR) = false

:Liberty_Tele_Select_2
wait  0
if 
00E1:   player 0 pressed_key 15
jf @Liberty_Tele_Select_3
08DA: remove_panel 3@
03E6: remove text box
Player.CanMove($PLAYER_CHAR) = true
jump @Vice_Tele_Select_1

:Liberty_Tele_Select_3
wait 0
if   
00E1:   player 0 pressed_key 16
jf @Liberty_Tele_Select_2
08D7: 4@ = panel 3@ active_row
08DA: remove_panel 3@
03E6: remove text box

:LIBERTY_TELEPORT_1
if   
4@ == 0
jf @LIBERTY_TELEPORT_2
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -467.4314 1491.687 8.602493
00A1: put_actor $PLAYER_ACTOR at -467.4314 1491.687 8.602493  // Red Light District Safe House
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_2
if
4@ == 1
jf @LIBERTY_TELEPORT_3
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -27.33251 1345.705 54.53138
00A1: put_actor $PLAYER_ACTOR at -27.33251 1345.705 54.53138   // Marco's Bistro
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_3
if
4@ == 2
jf @LIBERTY_TELEPORT_4
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -134.1023 1687.766 14.90086
00A1: put_actor $PLAYER_ACTOR at -134.1023 1687.766 14.90086   // Easy Credit Autos
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_4
if
4@ == 3
jf @LIBERTY_TELEPORT_5
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -217.0329 1206.522 14.93114
00A1: put_actor $PLAYER_ACTOR at -217.0329 1206.522 14.93114   // Sweeney General Hospital
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_5
if
4@ == 4
jf @LIBERTY_TELEPORT_6
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -2488.445 2220.436 23.56654
00A1: put_actor $PLAYER_ACTOR at -2488.445 2220.436 23.56654   // Cochrane Dam
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_6
if
4@ == 5
jf @LIBERTY_TELEPORT_7
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -932.1343 399.7583 26.1075
00A1: put_actor $PLAYER_ACTOR at -932.1343 399.7583 26.1075   // Torrington Casino
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_7
if
4@ == 6
jf @LIBERTY_TELEPORT_8
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -1247.185 1332.188 16.0105
00A1: put_actor $PLAYER_ACTOR at -1247.185 1332.188 16.0105   // Belleville Park Safe House
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_8
if
4@ == 7
jf @LIBERTY_TELEPORT_9
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -1632.097 2224.708 86.99446
00A1: put_actor $PLAYER_ACTOR at -1632.097 2224.708 86.99446   // Tunnel Cedar Grove
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_9
if
4@ == 8
jf @LIBERTY_TELEPORT_10
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -1880.499 2328.158 215.9242
00A1: put_actor $PLAYER_ACTOR at -1880.499 2328.158 215.9242   // Cedar Grove Observatory
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_10
if
4@ == 9
jf @LIBERTY_TELEPORT_11
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -1902.69 1839.965 3.82132
00A1: put_actor $PLAYER_ACTOR at -1902.69 1839.965 3.82132   // Wichita Gardens Safe House
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:LIBERTY_TELEPORT_11
if
4@ == 10
jf @Int2_Tele_Select_1
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -2090.796 1215.738 8.82105
00A1: put_actor $PLAYER_ACTOR at -2090.796 1215.738 8.82105   // Francis Intl Airport
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1


:Int2_Tele_Select_1
wait 0
if
4@ == 11
jf @Vice_Tele_Select_1
08DA: remove_panel 3@
03E6: remove text box
wait 500
08D4: 5@ = create_panel_with_title 'IntPg1' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB:  set_panel 5@ column 0 header 'DUMMY' data '1Int1' '1Int2' '1Int3' '1Int4'  '1Int5' '1Int6' '1Int7' '1Int8' '1Int9' '1Int10' '1Int11' '1Int12'
0512: permanent_text_box 'MENU' 
Player.CanMove($PLAYER_CHAR) = false

:Int2_Tele_Select_2
wait  0
if 
00E1:   player 0 pressed_key 15
jf @Int2_Tele_Select_3
08DA: remove_panel 5@
03E6: remove text box
Player.CanMove($PLAYER_CHAR) = true
jump @Vice_Tele_Select_1

:Int2_Tele_Select_3
wait 0
if   
00E1:   player 0 pressed_key 16
jf @Int2_Tele_Select_2
08D7: 6@ = panel 5@ active_row
08DA: remove_panel 5@
03E6: remove text box

:INT2_TELEPORT_1
if
6@ == 0
jf @INT2_TELEPORT_2
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, -1917.629, 2871.373, 1007.73) //Ghost Town
0860: link_actor $PLAYER_ACTOR to_interior 4 
select_interior 4
0860: link_actor $PLAYER_ACTOR to_interior 4 
04F9: set_interior 4 color_to 0
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 4
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_2
if
6@ == 1
jf @INT2_TELEPORT_3
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 2230.868, -2214.964, 1007.95) //Interior Ocean View Hotel
0860: link_actor $PLAYER_ACTOR to_interior 1 
select_interior 1
0860: link_actor $PLAYER_ACTOR to_interior 1 
04F9: set_interior 1 color_to 0
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 1
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_3
if
6@ == 2
jf @INT2_TELEPORT_4
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, -15.46904, 1338.696, 1367.911) //Marco's Bistro
0860: link_actor $PLAYER_ACTOR to_interior 5 
select_interior 5  
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 5
01C3: remove_references_to_car 10@ 
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_4
if
6@ == 3
jf @INT2_TELEPORT_5
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 2465.398, -1003.852, 1002.752)  //Upstairs Malibu Club
Actor.Angle($PLAYER_ACTOR) = 266.488
select_interior 17 
0860: link_actor $PLAYER_ACTOR to_interior 17
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 17
01C3: remove_references_to_car 10@ 
wait 500 
jump @Vice_Tele_Select_1

:INT2_TELEPORT_5
if
6@ == 4
jf @INT2_TELEPORT_6
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, -1320.939941, -602.381958, 1055.438) //Dirt Track
0860: link_actor $PLAYER_ACTOR to_interior 4 
select_interior 4
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 4
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_6
if
6@ == 5
jf @INT2_TELEPORT_7
0110: clear_player $PLAYER_CHAR wanted_level
select_interior 7 
0860: link_actor $PLAYER_ACTOR to_interior 7 
Actor.PutAt($PLAYER_ACTOR, -1266.589966, -216.343994, 1050.734)  //8-Track
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 7
01C3: remove_references_to_car 10@                                      
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_7
if   
6@ == 6
jf @INT2_TELEPORT_8
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, -1401.945, 107.0414, 1032.273) //Sand Bowl
Actor.Angle($PLAYER_ACTOR) = 266.488
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 1
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_8
if
6@ == 7
jf @INT2_TELEPORT_9
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, -1467.175, 1566.47, 1052.75)  //Kick Start Stadium
0860: link_actor $PLAYER_ACTOR to_interior 14 
select_interior 14 
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 14
01C3: remove_references_to_car 10@ 
wait 500 


jump @Vice_Tele_Select_1

:INT2_TELEPORT_9
if   
6@ == 8
jf @INT2_TELEPORT_10
0110: clear_player $PLAYER_CHAR wanted_level
select_interior 21
0860: link_actor $PLAYER_ACTOR to_interior 21 
04E4: unknown_refresh_game_renderer_at 1056.888 118.1559 997.8906
Actor.PutAt($PLAYER_ACTOR, 1056.888, 118.1559, 997.8906)  //Love Fist Concert
0860: link_actor $PLAYER_ACTOR to_interior 21
Player.CanMove($PLAYER_CHAR) = true 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 21
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_10
if
6@ == 9
jf @INT2_TELEPORT_11
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 449.7006, -19.12237, 1001.133)  //Restaurant
0860: link_actor $PLAYER_ACTOR to_interior 1
select_interior 1  
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 1
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT2_TELEPORT_11
if
6@ == 10
jf @Int3_Tele_Select_1
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 379.098999, -192.439987, 1000.643982)  //Rusty Browns Donuts
0860: link_actor $PLAYER_ACTOR to_interior 17
select_interior 17                              
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 17
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:Int3_Tele_Select_1
wait 0
if
6@ == 11
jf @Vice_Tele_Select_1
08DA: remove_panel 5@
03E6: remove text box
wait 500
08D4: 7@ = create_panel_with_title 'IntPg2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB:  set_panel 7@ column 0 header 'DUMMY' data '2Int1' '2Int2' '2Int3' '2Int4'  '2Int5' '2Int6' '2Int7' '2Int8' '2Int9' '2Int10' '2Int11' '2Int12'
0512: permanent_text_box 'MENU' 
Player.CanMove($PLAYER_CHAR) = false

:Int3_Tele_Select_2
wait  0
if 
00E1:   player 0 pressed_key 15
jf @Int3_Tele_Select_3
08DA: remove_panel 7@
03E6: remove text box
Player.CanMove($PLAYER_CHAR) = true
jump @Vice_Tele_Select_1

:Int3_Tele_Select_3
wait 0
if   
00E1:   player 0 pressed_key 16
jf @Int3_Tele_Select_2
08D7: 8@ = panel 7@ active_row
08DA: remove_panel 7@
03E6: remove text box

:INT3_TELEPORT_1
if
8@ == 0
jf @INT3_TELEPORT_2
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 618.7014, -13.58387, 1000.922)  //Car Work Garage
0860: link_actor $PLAYER_ACTOR to_interior 1 
select_interior 1 
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 1
01C3: remove_references_to_car 10@
wait 500  
jump @Vice_Tele_Select_1

:INT3_TELEPORT_2
if
8@ == 1
jf @INT3_TELEPORT_3
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, -809.6574, 1906.017, -13.96969)  //On top of tunnel
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0
Player.CanMove($PLAYER_CHAR) = true
if 
   NOT Actor.Driving($PLAYER_ACTOR)
jf @INT3_TELEPORT_2a   
07A7: put_jetpack_on_actor $PLAYER_ACTOR
wait 500 
jump @Vice_Tele_Select_1

:INT3_TELEPORT_2a
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 0
01C3: remove_references_to_car 10@ 
wait 500 
jump @Vice_Tele_Select_1

:INT3_TELEPORT_3
if
8@ == 2
jf @INT3_TELEPORT_4
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 6 
select_interior 6 
04E4: unknown_refresh_game_renderer_at 268.6068 82.54388 1001.039
00A1: put_actor $PLAYER_ACTOR at 268.6068 82.54388 1001.039  // LSPD                 
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
wait 0
0840: link_car 10@ to_interior 6
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT3_TELEPORT_4
if
8@ == 3
jf @INT3_TELEPORT_5
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 219.2747, 114.4243, 999.0156)      //SFPD
0860: link_actor $PLAYER_ACTOR to_interior 10           
select_interior 10   
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 10
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT3_TELEPORT_5
if
8@ == 4
jf @INT3_TELEPORT_6
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 236.6868, 150.9846, 1003.024)  //LVPD
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3           
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 3
01C3: remove_references_to_car 10@
wait 500                           
jump @Vice_Tele_Select_1

:INT3_TELEPORT_6
if   
8@ == 5
jf @INT3_TELEPORT_7
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 1133.361, -7.795844, 1000.68) // Interior Casino
0860: link_actor $PLAYER_ACTOR to_interior 12 
select_interior 12
0860: link_actor $PLAYER_ACTOR to_interior 12 
04F9: set_interior 12 color_to 0
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 12
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT3_TELEPORT_7
if
8@ == 6
jf @INT3_TELEPORT_8
0110: clear_player $PLAYER_CHAR wanted_level
select_interior 2
0860: link_actor $PLAYER_ACTOR to_interior 2
04E4: unknown_refresh_game_renderer_at 1412.64 1.78751
Actor.PutAt($PLAYER_ACTOR, 1412.64, 1.78751, 1000.924)  //Yellow Arrow
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 2
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT3_TELEPORT_8
if
8@ == 7
jf @INT3_TELEPORT_9
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 514.9607, -11.38367, 1001.565) //OG LOC's
0860: link_actor $PLAYER_ACTOR to_interior 3            
select_interior 3  
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 3
01C3: remove_references_to_car 10@
wait 500    
jump @Vice_Tele_Select_1

:INT3_TELEPORT_9
if
8@ == 8
jf @INT3_TELEPORT_10
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 1523.509888, -47.821198, 1002.269958)  //BDUP1
select_interior 2
0860: link_actor $PLAYER_ACTOR to_interior 2                                    
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT3_TELEPORT_10
if
8@ == 9
jf @INT3_TELEPORT_11
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 1527.229980, -11.574499, 1002.269958)  //BDUP2
Actor.Angle($PLAYER_ACTOR) = 266.488
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3                                    
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT3_TELEPORT_11
if
8@ == 10
jf @Int4_Tele_Select_1
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 2451.77, -1699.8, 1013.51)  //Ryder's House
Actor.Angle($PLAYER_ACTOR) = 266.488
select_interior 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 2
01C3: remove_references_to_car 10@                                  
wait 500
jump @Vice_Tele_Select_1

:Int4_Tele_Select_1
wait 0
if
8@ == 11
jf @Vice_Tele_Select_1
08DA: remove_panel 7@
03E6: remove text box
wait 500
08D4: 13@ = create_panel_with_title 'IntPg3' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB:  set_panel 13@ column 0 header 'DUMMY' data '3Int1' '3Int2' '3Int3' '3Int4'  '3Int5' '3Int6' '3Int7' '3Int8' '3Int9' '3Int10' '3Int11' '3Int12'
0512: permanent_text_box 'MENU' 
Player.CanMove($PLAYER_CHAR) = false

:Int4_Tele_Select_2
wait  0
if 
00E1:   player 0 pressed_key 15
jf @Int4_Tele_Select_3
08DA: remove_panel 13@
03E6: remove text box
Player.CanMove($PLAYER_CHAR) = true
jump @Vice_Tele_Select_1

:Int4_Tele_Select_3
wait 0
if   
00E1:   player 0 pressed_key 16
jf @Int4_Tele_Select_2
08D7: 14@ = panel 13@ active_row
08DA: remove_panel 13@
03E6: remove text box

:INT4_TELEPORT_1
if
14@ == 0
jf @INT4_TELEPORT_2
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 248.4563, 305.2562, 999.148) // Denise's Place
0860: link_actor $PLAYER_ACTOR to_interior 1          
select_interior 1
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_2
if
14@ == 1
jf @INT4_TELEPORT_3
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 271.884979, 306.631989, 999.325989)   //Katie's Place
0860: link_actor $PLAYER_ACTOR to_interior 2          
select_interior 2  
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_3
if
14@ == 2
jf @INT4_TELEPORT_4
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 291.282990, 310.031982, 999.154968)  //Helena's Place
0860: link_actor $PLAYER_ACTOR to_interior 3          
select_interior 3                                      
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_4
if
14@ == 3
jf @INT4_TELEPORT_5
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 300.3224, 310.7511, 999.1487)   //Michelle's Place                                    
0860: link_actor $PLAYER_ACTOR to_interior 4
select_interior 4                                      
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_5
if
14@ == 4
jf @INT4_TELEPORT_6
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 322.0458, 309.7327, 999.148)   //Barbara's Place
0860: link_actor $PLAYER_ACTOR to_interior 5           
select_interior 5                                    
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_6
if   
14@ == 5
jf @INT4_TELEPORT_7
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 344.914978, 305.032990, 999.231995) //Millie's Place
0860: link_actor $PLAYER_ACTOR to_interior 6 
select_interior 6 
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_7
if
14@ == 6
jf @INT4_TELEPORT_8
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 12 
select_interior 12 
04E4: unknown_refresh_game_renderer_at 2323.665 -1144.569 1050.703
00A1: put_actor $PLAYER_ACTOR at 2323.665 -1144.569 1050.703   // Large House
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 12
01C3: remove_references_to_car 10@
wait 500 
jump @Vice_Tele_Select_1

:INT4_TELEPORT_8
if
14@ == 7
jf @INT4_TELEPORT_9
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 748.3898, 1437.807, 1102.953) //Brothel 1
0860: link_actor $PLAYER_ACTOR to_interior 6 
select_interior 6            
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_9
if
14@ == 8
jf @INT4_TELEPORT_10
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, 943.8141, -13.84712, 1000.93) //Brothel 2
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3                                      
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_10
if
14@ == 9
jf @INT4_TELEPORT_11
0110: clear_player $PLAYER_CHAR wanted_level
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
Actor.PutAt($PLAYER_ACTOR, 964.106995, -53.205498, 1001.179993) //Brothel 3
Player.CanMove($PLAYER_CHAR) = true
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_11
if
14@ == 10
jf @INT4_TELEPORT_12
0110: clear_player $PLAYER_CHAR wanted_level
0860: link_actor $PLAYER_ACTOR to_interior 5 
select_interior 5 
04E4: unknown_refresh_game_renderer_at 319.7752 1119.906 1083.883
00A1: put_actor $PLAYER_ACTOR at 319.7752 1119.906 1083.883   // Crack House                         
Player.CanMove($PLAYER_CHAR) = true
if 
   Actor.Driving($PLAYER_ACTOR)
jf @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
wait 0
0840: link_car 10@ to_interior 5
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1

:INT4_TELEPORT_12
if
14@ == 11
jf @Vice_Tele_Select_1
0110: clear_player $PLAYER_CHAR wanted_level
Actor.PutAt($PLAYER_ACTOR, -105.1819, -12.0361, 1000.719)  //Sex Shop
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3
Player.CanMove($PLAYER_CHAR) = true  
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @Vice_Tele_Select_1
03C0: 10@ = actor $PLAYER_ACTOR car 
0840: link_car 10@ to_interior 3
01C3: remove_references_to_car 10@
wait 500
jump @Vice_Tele_Select_1


