// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
DEFINE OBJECTS 389
DEFINE OBJECT SANNY BUILDER 3.2.2     
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 33
DEFINE MISSION 0 AT @INITIAL           // Initial 1
DEFINE MISSION 1 AT @NONE              // Initial 2
DEFINE MISSION 2 AT @DUAL              // Intro
DEFINE MISSION 3 AT @SHTR              // Video Game: They Crawled From Uranus
DEFINE MISSION 4 AT @GRAV              // Video Game: Dualuty
DEFINE MISSION 5 AT @OTB               // Video Game: Go Go Space Monkey
DEFINE MISSION 6 AT @POOL2             // Video Game: Let's Get Ready To Bumble
DEFINE MISSION 7 AT @LOWR              // Video Game: Inside Track Betting
DEFINE MISSION 8 AT @ZERO5             // Pool
DEFINE MISSION 9 AT @GYMLS             // Lowrider (Bet And Dance)
DEFINE MISSION 10 AT @GYMSF            // Beefy Baron
DEFINE MISSION 11 AT @GYMLV            // Big Smoke
DEFINE MISSION 12 AT @TAXIODD          // Ryder
DEFINE MISSION 13 AT @AMBULAN          // Tagging Up Turf
DEFINE MISSION 14 AT @FIRETRU          // Cleaning The Hood
DEFINE MISSION 15 AT @COPCAR           // Drive-Thru
DEFINE MISSION 16 AT @BURGJB           // Nines And AK's
DEFINE MISSION 17 AT @FREIGHT          // Drive-By
DEFINE MISSION 18 AT @PIMP             // Sweet's Girl
DEFINE MISSION 19 AT @SHRANGE          // Cesar Vialpando
DEFINE MISSION 20 AT @TRUCK            // Los Sepulcros
DEFINE MISSION 21 AT @QUARRY           // Doberman
DEFINE MISSION 22 AT @BOAT             // Burning Desire
DEFINE MISSION 23 AT @BSKOOL           // Gray Imports
DEFINE MISSION 24 AT @DESERT5          // Home Invasion
DEFINE MISSION 25 AT @DSKOOL           // Catalyst
DEFINE MISSION 26 AT @CPRACE           // Robbing Uncle Sam
DEFINE MISSION 27 AT @BLOOD            // OG Loc
DEFINE MISSION 28 AT @KICKSTA          // Running Dog
DEFINE MISSION 29 AT @TRIA             // Wrong Side of the Tracks
DEFINE MISSION 30 AT @BCOUR            // Just Business
DEFINE MISSION 31 AT @MTBIKER          // Life's a Beach
DEFINE MISSION 32 AT @STUNT            // Madd Dogg's Rhymes

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 0

//-------------MAIN---------------
thread 'MAIN' 
create_thread @INTMAN 
create_thread @GYM 
create_thread @CRANES 
create_thread @ADPLANE 
create_thread @TRAINSL 
create_thread @VALET_L 
create_thread @SHOOT 
create_thread @CRANES 
create_thread @IMPEXPM 
create_thread @IMPND_L 
create_thread @TRUCKS 
create_thread @QUARRYS 
create_thread @BSCHOO 
create_thread @BIKES 
create_thread @PSCH 
create_thread @TRACE 
create_thread @BLOODR 
create_thread @HOTR 
create_thread @KICKS 
create_thread @TRI 
create_thread @ODDVEH 
create_thread @R3 
create_thread @SAVE 
create_thread_wb @NONAME_8 
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 @HJ 
create_thread_wb @GFINIT 
create_thread_wb @NONAME_7 
fade 0 0 
042C: set_total_missions_to 30 
030D: set_max_progress 30 
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time_hours_to 6 minutes_to 0 
04E4: refresh_game_renderer_at 2485.22 -1672.941 
Camera.SetAtPos(2134.274, -1089.965, 24.14509)
$PLAYER_CHAR = Player.Create(0, 2134.274, -1089.965, 24.14509)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
Actor.Angle($PLAYER_ACTOR) = 180.0
0998: add_respect 1000 
062A: change_float_stat 165 to 800.0 
062A: change_float_stat 23 to 800.0 
062A: change_float_stat 21 to 200.0 
062A: change_float_stat 160 to 1000.0 
062A: change_float_stat 223 to 1000.0 
062A: change_float_stat 229 to 1000.0 
062A: change_float_stat 230 to 1000.0 
0629: change_integer_stat 225 to 1000 
0629: change_integer_stat 22 to 1000 
0629: change_integer_stat 156 to 1000 
062A: change_float_stat 81 to 1000.0 
0629: change_integer_stat 64 to 1000 
01E8: create_forbidden_for_cars_cube_cornerA -1761.95 507.8931 35.0533 cornerB -1751.36 531.5917 41.3335 
$LOWR_CONT_SCRIPT_LAUNCHED = 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
0629: change_integer_stat 65 to 100 
062A: change_float_stat 69 to 100.0 
062A: change_float_stat 70 to 100.0 
062A: change_float_stat 71 to 100.0 
062A: change_float_stat 72 to 100.0 
062A: change_float_stat 73 to 100.0 
062A: change_float_stat 74 to 100.0 
062A: change_float_stat 75 to 100.0 
062A: change_float_stat 76 to 100.0 
062A: change_float_stat 77 to 100.0 
062A: change_float_stat 78 to 100.0 
062A: change_float_stat 79 to 100.0 
0629: change_integer_stat 181 to 1 
0629: change_integer_stat 181 to 1 
0629: change_integer_stat 181 to 2 
0629: change_integer_stat 181 to 3 
0629: change_integer_stat 181 to 4 
0A1F: increase_float_stat 24 by 500.0 
Player.InfiniteRun($PLAYER_CHAR) = True
07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 4 
0572: toggle_taxi_nitros 1 
06CF: NOP 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 9 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 10 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 10 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 11 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 13 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 11 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 12 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 13 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 9 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 16 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 15 
Player.Money($PLAYER_CHAR) += 500
start_mission 0  // Initial 1
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_4291 
set_weather 1 
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 
$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_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
07FB: set_interior s$1014 access 1 
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
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 Stop
07FB: set_interior 'GF1' access 1 
07FB: set_interior 'GF2' access 1 
07FB: set_interior 'GF3' access 1 
07FB: set_interior 'GF4' access 1 
07FB: set_interior 'GF5' access 1 
07FB: set_interior 'GF6' access 1 
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
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'TATTOO' access 1  // Tattoo Parlor
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Lil' Probe Inn
07FB: set_interior 'PDOMES' access 1  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'RCPLAY' access 1  // Zero's RC Shop
07FB: set_interior 'PAPER' access 1  // Planning Department
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 1  // Crack Den
07FB: set_interior 'LAHS1A' access 1  // House
07FB: set_interior 'MOTEL2' access 1  // Motel
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
07FB: set_interior 'DAMIN' access 1  // Generator Hall
07FB: set_interior 'DAMOUT' access 1 
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 1  // Caligula's Roof
07FB: set_interior 'MAFCAS' access 1  // Caligula's Casino
07FB: set_interior 'MAFCAS2' access 1  // Penthouse Suites
07FB: set_interior 'CARMOD1' access 1  // TransFender
07FB: set_interior 'CARMOD2' access 1  // Loco Low Co.
07FB: set_interior 'CARMOD3' access 1  // Wheel Arch Angels
07FB: set_interior 'GANG' access 1  // Vagos Gang House
07FB: set_interior 'CARLS' access 1  // The Johnson House
07FB: set_interior 'DESHOUS' access 1  // Abandoned AC tower
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
09E6: set_burglary_houses_accessible 0 
Player.SetClothes($PLAYER_CHAR, "VESTBLACK", "VEST", Torso)
Player.SetClothes($PLAYER_CHAR, "SUIT1TRGREEN", "SUIT1TR", Legs)
Player.SetClothes($PLAYER_CHAR, "SHOEDRESSBLK", "SHOE", Shoes)
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.Build($PLAYER_CHAR)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_3762 
select_interior 0 
Player.CanMove($PLAYER_CHAR) = True
055E: set_player $PLAYER_CHAR max_health += 150 
055F: set_player $PLAYER_CHAR max_armour += 150 
Actor.Health($PLAYER_ACTOR) = 250
Actor.AddArmour($PLAYER_ACTOR, 250)
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 
08DE: lose_stuff_after_busted 0 
08DD: lose_stuff_after_wasted 0 
fade 1 1000 
wait 100 
03E6: remove_text_box 
wait 0 

:MAIN_3762
01B7: release_weather 
wait 250 
0237: set_gang 1 weapons_to 30 32 24 
$DEFAULT_WAIT_TIME = 250 
$1903 = 1 
$1500 = 5.0 
$1501 = -5.0 
$1503 = -1.5 
$1504 = -30.0 
$1505 = 32.0 
$1506 = 0.0 
$1512 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
Garage.Activate('MODLAST')
Garage.Activate('BODLAWN')
Garage.Activate('MDSSFSE')
Garage.Activate('MDS1SFS')
Garage.Activate('VECMOD')
Garage.Activate('DHANGAR')
Garage.Activate('CN2GAR1')
Garage.Activate('CN2GAR2')
Garage.Activate('BEACSV')
Garage.Activate('VESVGRG')
Garage.Activate('BLOB69')
Garage.Activate('BLOB7')
Garage.Activate('BURBDOO')
Garage.Activate('BURBDO2')
Garage.Activate('BLOB6')
Garage.Activate('CARLAS1')
Garage.Activate('SAV1SFE')
Garage.Activate('CESAFE1')
Garage.Activate('SAV1SFW')
Garage.Activate('SVGSFS1')
Garage.Activate('MICHDR')
Garage.ChangeType('BODLAWN', 38)
Garage.ChangeType('MODLAST', 36)
Garage.ChangeType('MDSSFSE', 38)
Garage.ChangeType('MDS1SFS', 37)
Garage.ChangeType('VECMOD', 38)
Garage.ChangeType('MICHDR', 5)
Garage.ChangeType('HBGDSFS', 19)
$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 
jump @MAIN_4298 

:MAIN_4291
$SCRIPT_STATUS = 0 

:MAIN_4298
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5860 
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_4437 
0084: $5283 = $5284 // (int) 
0060: $5283 -= $5285 // (int) 
if 
  $5283 >= 180000 
else_jump @MAIN_4437 
$672 = 0 
$TOTAL_FOOD_EATEN = 0 
$5283 = 0 
$10045 = 0 

:MAIN_4437
if or
   Garage.IsOpen('BODLAWN')
   Garage.IsOpen('MODLAST')
   Garage.IsOpen('MDSSFSE')
   Garage.IsOpen('MDS1SFS')
   Garage.IsOpen('VECMOD')
else_jump @MAIN_4559 
0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4552 
08A9: load_external_script 66 (CARMOD1) 
if 
08AB:   external_script 66 (CARMOD1) loaded 
else_jump @MAIN_4552 
0913: run_external_script 66 (CARMOD1)  

:MAIN_4552
jump @MAIN_4563 

:MAIN_4559
090F: end_external_script 66 (CARMOD1) 

:MAIN_4563
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @MAIN_4637 
0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4630 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
else_jump @MAIN_4630 
0913: run_external_script 0 (PLAYER_PARACHUTE)  

:MAIN_4630
jump @MAIN_4641 

:MAIN_4637
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_4641
if and
   Actor.HasWeapon($PLAYER_ACTOR, 43)
  $ONMISSION == 0 
else_jump @MAIN_4722 
0926: $SCRIPT_STATUS = external_script_status 75 (CAMERA) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4715 
08A9: load_external_script 75 (CAMERA) 
if 
08AB:   external_script 75 (CAMERA) loaded 
else_jump @MAIN_4715 
0913: run_external_script 75 (CAMERA)  

:MAIN_4715
jump @MAIN_4726 

:MAIN_4722
090F: end_external_script 75 (CAMERA) 

:MAIN_4726
if 
  $ONMISSION == 0 
else_jump @MAIN_5675 
if 
  $89 > 400 
else_jump @MAIN_5087 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4925 
if 
  $BCESAR3_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_4925 
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4925 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $WEEKDAY == 4 
  $WEEKDAY == 7 
else_jump @MAIN_4925 
if or
  $TIME_HOURS >= 19 
  7 > $TIME_HOURS 
else_jump @MAIN_4925 
08A9: load_external_script 3 (BCESAR3) 
if 
08AB:   external_script 3 (BCESAR3) loaded 
else_jump @MAIN_4925 
0913: run_external_script 3 (BCESAR3)  
$BCESAR3_SCRIPT_LAUNCHED = 1 

:MAIN_4925
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5087 
if 
  $BCESAR2_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_5087 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5087 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $WEEKDAY == 2 
  $WEEKDAY == 6 
else_jump @MAIN_5087 
if and
  $TIME_HOURS >= 5 
  17 > $TIME_HOURS 
else_jump @MAIN_5087 
08A9: load_external_script 2 (BCESAR2) 
if 
08AB:   external_script 2 (BCESAR2) loaded 
else_jump @MAIN_5087 
0913: run_external_script 2 (BCESAR2)  
$BCESAR2_SCRIPT_LAUNCHED = 1 

:MAIN_5087
07D0: $WEEKDAY = weekday 
if or
  $WEEKDAY == 1 
  $WEEKDAY == 3 
  $WEEKDAY == 5 
else_jump @MAIN_5152 
$BCESAR2_SCRIPT_LAUNCHED = 0 
$BCESAR3_SCRIPT_LAUNCHED = 0 
$89 = 0 
jump @MAIN_5159 

:MAIN_5152
$89 += 1 

:MAIN_5159
if 
  $ONMISSION == 0 
else_jump @MAIN_5373 
if 
  $LOWR_CONT_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_5312 
0926: $SCRIPT_STATUS = external_script_status 22 (LOWR_CONT) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5305 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5305 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.0 
else_jump @MAIN_5305 
08A9: load_external_script 22 (LOWR_CONT) 
if 
08AB:   external_script 22 (LOWR_CONT) loaded 
else_jump @MAIN_5305 
0913: run_external_script 22 (LOWR_CONT)  
$LOWR_CONT_SCRIPT_LAUNCHED = 1 

:MAIN_5305
jump @MAIN_5373 

:MAIN_5312
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5373 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 500.0 500.0 
else_jump @MAIN_5373 
$LOWR_CONT_SCRIPT_LAUNCHED = 0 

:MAIN_5373
0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @MAIN_5668 jumps 0 @MAIN_5501 1 @MAIN_5519 2 @MAIN_5537 3 @MAIN_5555 4 @MAIN_5573 5 @MAIN_5591 6 @MAIN_5609 
0872: jump_table_jumps 7 @MAIN_5627 -1 @MAIN_5668 -1 @MAIN_5668 -1 @MAIN_5668 -1 @MAIN_5668 -1 @MAIN_5668 -1 @MAIN_5668 -1 @MAIN_5668 -1 @MAIN_5668 

:MAIN_5501
$ONMISSION = 1 
start_mission 1  // Initial 2
jump @MAIN_5668 

:MAIN_5519
$ONMISSION = 1 
start_mission 2  // Intro
jump @MAIN_5668 

:MAIN_5537
$ONMISSION = 1 
start_mission 3  // Video Game: They Crawled From Uranus
jump @MAIN_5668 

:MAIN_5555
$ONMISSION = 1 
start_mission 4  // Video Game: Dualuty
jump @MAIN_5668 

:MAIN_5573
$ONMISSION = 1 
start_mission 5  // Video Game: Go Go Space Monkey
jump @MAIN_5668 

:MAIN_5591
$ONMISSION = 1 
start_mission 6  // Video Game: Let's Get Ready To Bumble
jump @MAIN_5668 

:MAIN_5609
$ONMISSION = 1 
start_mission 7  // Video Game: Inside Track Betting
jump @MAIN_5668 

:MAIN_5627
$ONMISSION = 1 
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2  // Beefy Baron
gosub @ENTEXT_451 
start_mission 8  // Pool
jump @MAIN_5668 

:MAIN_5668
jump @MAIN_5714 

:MAIN_5675
if or
  $BCESAR2_SCRIPT_LAUNCHED == 1 
  $BCESAR3_SCRIPT_LAUNCHED == 1 
else_jump @MAIN_5707 
$89 = 0 

:MAIN_5707
$VIDEO_GAME = -1 

:MAIN_5714
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5860 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.372 cornerB 2117.176 2483.922 
else_jump @MAIN_5856 
0926: $SCRIPT_STATUS = external_script_status 70 (CARPARK1) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5849 
08A9: load_external_script 70 (CARPARK1) 
if 
08AB:   external_script 70 (CARPARK1) loaded 
else_jump @MAIN_5849 
0913: run_external_script 70 (CARPARK1)  
00BA: show_text_styled GXT 'SMOX_AB' time 1000 style 5  // ~z~In the ride!
00BA: show_text_styled GXT 'CAT_GI' time 1000 style 4  // ~z~No.

:MAIN_5849
jump @MAIN_5860 

:MAIN_5856
090F: end_external_script 70 (CARPARK1) 

:MAIN_5860
jump @MAIN_4298 

: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~Missed Shot

: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~Missed Shot

: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 Pointer!~s~ Distance ~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 Pointer!!~s~ Distance ~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: update_float_stat_to 17@ stat_id 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_1
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'  // Shoot as many hoops as possible before the time expires.
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'  // Extra time will be awarded for each shot made.
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'  // Shoot hoops from the ~y~marker~w~ on the court.
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 mode started!
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  // Time
04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable  // Score
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~Collect the ball and return to the ~y~marker~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~Shoot from the ~y~marker~s~.
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~Time Expired!
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  // NEW 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_2
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 apply_brakes_to_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 "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 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:   actor 2@ on_turret_of_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@ component_on_slot 7 model_to 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 actor 2@ on_turret_of_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 // == constant 
else_jump @LOWGAME_1392 
04F7: status_text $LOWR_PLAYER_POINTS type 0 line 1 GXT 'LOWR1' // global_variable  // Player
04F7: status_text $LOWR_OPPOSITION_POINTS type 0 line 2 GXT 'LOWR2' // global_variable  // Opposition
13@ += 1 
32@ = 0 

:LOWGAME_1392
jump @LOWGAME_7662 

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

:LOWGAME_1429
07B1: unknown_get_dance_track -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_dance_track 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 // = constant 
30@ += 1 
jump @LOWGAME_1977 

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

:LOWGAME_1963
04AE: $1043 = 1 // = constant 
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 "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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 "LOWRIDER" framedelta 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: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 
if 
04A4:   17@ == 7 // == constant 
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 // == constant 
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 @MS_GYMFIGHT_SCHOOL 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 

:MS_GYMFIGHT_SCHOOL
$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: shake_player_controller 0 time 200 intensity 255 
jump @LOWGAME_8860 

:LOWGAME_8811
015B: shake_player_controller 0 time 200 intensity 200 
jump @LOWGAME_8860 

:LOWGAME_8828
015B: shake_player_controller 0 time 200 intensity 110 
jump @LOWGAME_8860 

:LOWGAME_8844
015B: shake_player_controller 0 time 200 intensity 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~Great timing!

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

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

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

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

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

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

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

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

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

:LOWGAME_9311
if 
  28@ == 4 
else_jump @LOWGAME_9345 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

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

:LOWGAME_9379
if 
  28@ == 6 
else_jump @LOWGAME_9413 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

: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~The master!

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

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

:LOWGAME_9529
if 
  28@ == 3 
else_jump @LOWGAME_9563 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

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

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

:LOWGAME_9631
if 
  28@ == 6 
else_jump @LOWGAME_9665 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

: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~PERFECT
$LOWR_LAST_DISPLAYED_TEXT_ID = 2 
jump @LOWGAME_9841 

:LOWGAME_9816
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
$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~GOOD
$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~GOOD
$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~BAD
$LOWR_LAST_DISPLAYED_TEXT_ID = 0 
jump @LOWGAME_10024 

:LOWGAME_9999
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
$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 direction_offset_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_3
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 // @s = 'short' 
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@ mute_pain_audio 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' // @s == 'short' 
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: enable_actor 0@ pain_audio 
0A09: set_actor 0@ muted 0 // versionB 
0968: actor 0@ stop_mouth 

:AUDIOL_695
040D: unload_wav 3@ 
if 
85AE:   not  5@s == 'DUMMY' // @s == 'short' 
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_4
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 // == constant 
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_dance_track 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_dance_track 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_textures 
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_dance_track 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_5
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 @CASHWIN_576 
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'  // Push
jump @CASHWIN_227 

:CASHWIN_206
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~NO WIN!

:CASHWIN_227
jump @CASHWIN_569 

:CASHWIN_234
if 
  0@ > 0 
else_jump @CASHWIN_422 
gosub @CASHWIN_576 
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@  // ALL RACES WON!~n~~w~$~1~
jump @CASHWIN_415 

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

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

:CASHWIN_415
jump @CASHWIN_569 

:CASHWIN_422
008A: $3396 = 0@ // (int) 
$3396 *= -1 
gosub @CASHWIN_576 
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 $3396  // ~r~You Lost!~n~~w~-$~1~
jump @CASHWIN_569 

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

:CASHWIN_569
jump @CASHWIN_73 

:CASHWIN_576
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 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: set_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 
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 // @ == $ (int) 
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 
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$1281 // s$ 
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 
thread 'A_TERM' 
end_thread_named 'A_CONT' 
end_thread_named 'A_ALAP' 
end_thread 

:INTMAN
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 // v$ 
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$CURRENT_SHOP_GXT_NAME // s$ 
$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 // s$ 
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_6
end_thread 

:GYM
thread 'GYM' 

:GYM_11
wait 70 
if 
  $ONMISSION == 0 
else_jump @GYM_11 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYM_299 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @GYM_299 
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_143 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 5 
else_jump @GYM_143 
start_mission 9  // Lowrider (Bet And Dance)

:GYM_143
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_221 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 6 
else_jump @GYM_221 
start_mission 10  // Beefy Baron

:GYM_221
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_299 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 7 
else_jump @GYM_299 
start_mission 11  // Big Smoke

:GYM_299
jump @GYM_324 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYM_324 

:GYM_324
jump @GYM_11 

:SHOOT
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 19  // Cesar Vialpando

: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 

:IMPND_L
thread 'IMPND_L' 

:IMPND_L_11
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPND_L_706 
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
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 1576.425 -1634.463 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 // == constant 
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 // == constant 
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 // == constant 
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 

:VALET_L
thread 'VALET_L' 
$1872 = 1 
$1869 = 1 

:VALET_L_25
wait 0 
if 
  $1872 == 1 
else_jump @VALET_L_211 
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // == constant 
else_jump @VALET_L_211 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
if 
  $SCRIPT_STATUS == 0 
else_jump @VALET_L_211 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_L_211 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.418 1119.227 cornerB -1617.915 828.85 
else_jump @VALET_L_182 
$1884 = 2 
08A9: load_external_script 72 (VALET) 
if 
08AB:   external_script 72 (VALET) loaded 
else_jump @VALET_L_175 
0913: run_external_script 72 (VALET)  

:VALET_L_175
jump @VALET_L_211 

:VALET_L_182
if 
  $1884 == 2 
else_jump @VALET_L_211 
090F: end_external_script 72 (VALET) 
$1884 = 0 

:VALET_L_211
jump @VALET_L_25 

:TRAINSL
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 

:ADPLANE
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 // == constant 
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 @ENTEXT_451 
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 // == constant 
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 @ENTEXT_451 
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 // == constant 
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 @ENTEXT_451 
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 

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

: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 sphere 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 sphere 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 sphere 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 sphere 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 

: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 colors -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 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 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[1] = 404 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[2] = 559 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[3] = 589 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[4] = 404 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[5] = 559 // = constant 
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$IMPORT_DAYS[0] = 'IE16' // s$  // Sunday
05A9: s$IMPORT_DAYS[1] = 'IE10' // s$  // Monday
05A9: s$IMPORT_DAYS[2] = 'IE11' // s$  // Tuesday
05A9: s$IMPORT_DAYS[3] = 'IE12' // s$  // Wednesday
05A9: s$IMPORT_DAYS[4] = 'IE13' // s$  // Thursday
05A9: s$IMPORT_DAYS[5] = 'IE14' // s$  // Friday
05A9: s$IMPORT_DAYS[6] = 'IE15' // s$  // Saturday
$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 sphere 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 @SUB_CJ_GOTO_TORENO_HOUSE 
4@ = 0 

:IMPEXPM_1217
if 
  10 > 4@ 
else_jump @SUB_CJ_GOTO_TORENO_HOUSE 
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 

:SUB_CJ_GOTO_TORENO_HOUSE
wait 0 
if 
  $1909 == 0 
else_jump @IMPEXPM_1588 
jump @SUB_CJ_GOTO_TORENO_HOUSE 

: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'  // One more car is now available for importing.

:IMPEXPM_1800
if 
  $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 2 
else_jump @IMPEXPM_1829 
03E5: show_text_box 'IE26'  // Two more cars are now available for importing.

: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 sphere 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'  // To import a car go up to the 'Wanted' blackboard.
$HELP_IMPORT_SHOWN += 1 

:IMPEXPM_1941
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_7119 
if 
00EC:   actor $PLAYER_ACTOR sphere 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~This vehicle is not required for export.

: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 
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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~This vehicle is not required for export.

: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@ = sine 45.0 // (float) 
02F7: 13@ = cosine 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 time 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~You have successfully delivered this vehicle for export.
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  // All Cars Collected!
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  // Earnings~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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to view the vehicles available to buy.
23@ = 1 

:IMPEXPM_4166
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 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 can_enter_exit_vehicles 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'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a day.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Exit
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  // Imports
08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
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'  // ~r~There are no cars available to import on this day.

: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'  // ~r~There are no cars available to import on this day.

: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  // ~r~There are no cars available to import on this day.
16@ = 1 
jump @IMPEXPM_4319 
jump @IMPEXPM_5558 

:IMPEXPM_5040
0512: show_permanent_text_box 'IE21'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a vehicle.~N~~k~~PED_SPRINT~ Buy Car~N~~k~~VEHICLE_ENTER_EXIT~ Back
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  // Imports
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 // s$ 
jump @IMPEXPM_5192 

:IMPEXPM_5174
05A9: $IMPORT_CAR_NAMES(4@,6s) = 'DUMMY' // s$ 

: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'  // Cost
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 // @ == $ (int) 
else_jump @IMPEXPM_5844 
00BC: show_text_highpriority GXT 'IE19' time 5000 flag 1  // ~r~You can only buy a car on~n~the day it is available.
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~You don't have enough cash!
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: set_car $IMPORT_CAR dirt_level 0.0 
Car.Angle($IMPORT_CAR) = 315.0
Model.Destroy($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))
if 
04A3:   $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) == 589 // == constant 
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@ = cosine 45.0 // (float) 
02F6: 14@ = sine 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  // Your new vehicle is on the container ship.
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 can_enter_exit_vehicles 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  // Your new vehicle is on the container ship.

: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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 84 
else_jump @IMPEXPM_9024 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 1 // CURRENT_WANTED_LIST = 
03A7: save_int_to_debug_file $CURRENT_WANTED_LIST 
03A9: save_newline_to_debug_file 
05B6: 2 // MODID, STATUS, PAYOUT, EXP NAME,  CROSS OUT
03A9: save_newline_to_debug_file 
4@ = 0 

:IMPEXPM_7530
if 
  10 > 4@ 
else_jump @IMPEXPM_8120 
03A7: save_int_to_debug_file $CAR_MODELS_TO_EXPORT(4@,10i) 
05B6: 3 //         
03A7: save_int_to_debug_file $EXPORT_CARS_STATUS(4@,10i) 
05B6: 4 //         
05B6: 5 //         
03A7: save_int_to_debug_file $1130(4@,10i) 
05B6: 6 //         
03A7: save_int_to_debug_file $WANTEDCROSSOFF_OBJECTS(4@,10i) 
03A9: save_newline_to_debug_file 
4@ += 1 
jump @IMPEXPM_7530 

:IMPEXPM_8120
03A9: save_newline_to_debug_file 
05B6: 7 // IMPORT DETAILS
03A9: save_newline_to_debug_file 
05B6: 8 // MODID, IMP NAME
03A9: save_newline_to_debug_file 
4@ = 0 

:IMPEXPM_8393
if 
  6 > 4@ 
else_jump @IMPEXPM_8575 
03A7: save_int_to_debug_file $IMPORT_CARS_MODEL(4@,6i) 
05B6: 9 //          
03A7: save_int_to_debug_file $1140(4@,6i) 
03A9: save_newline_to_debug_file 
4@ += 1 
jump @IMPEXPM_8393 

:IMPEXPM_8575
03A9: save_newline_to_debug_file 
05B6: 10 // UNLOCKED_IMPORT_CARS ARRAY
03A9: save_newline_to_debug_file 
4@ = 0 

:IMPEXPM_8716
if 
  42 > 4@ 
else_jump @IMPEXPM_9024 
05B6: 11 // UNLOCKED_IMPORT_CARS[
03A7: save_int_to_debug_file 4@ 
05B6: 12 // ] = 
03A7: save_int_to_debug_file $UNLOCKED_IMPORT_CARS(4@,42i) 
03A9: save_newline_to_debug_file 
4@ += 1 
jump @IMPEXPM_8716 

:IMPEXPM_9024
jump @SUB_CJ_GOTO_TORENO_HOUSE 

: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 // @ == $ (int) 
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 can_enter_exit_vehicles 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 // = constant 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9873
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 555 // = constant 
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 // = constant 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9947
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 451 // = constant 
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 // = constant 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_10021
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 541 // = constant 
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 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[1] = 405 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[2] = 411 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[3] = 483 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[4] = 445 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[5] = 470 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[6] = 468 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[7] = 409 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[8] = 533 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[9] = 534 // = constant 

:IMPEXPM_10446
if 
  $CURRENT_WANTED_LIST == 1 
else_jump @IMPEXPM_10544 
04AE: $CAR_MODELS_TO_EXPORT[0] = 415 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[1] = 489 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[2] = 439 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[3] = 514 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[4] = 480 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[5] = 535 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[6] = 496 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[7] = 580 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[8] = 475 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[9] = 521 // = constant 

:IMPEXPM_10544
if 
  $CURRENT_WANTED_LIST == 2 
else_jump @IMPEXPM_10642 
04AE: $CAR_MODELS_TO_EXPORT[0] = 429 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[1] = 506 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[2] = 508 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[3] = 579 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[4] = 424 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[5] = 536 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[6] = 463 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[7] = 500 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[8] = 477 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[9] = 587 // = constant 

: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 $IMPORT_CAR_HANDLES(4@,5i) radius 500.0 500.0 sphere 0 
else_jump @IMPEXPM_11613 
Car.RemoveReferences($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$IMPORT_MODEL_NAME = 'CLUB' // s$  // Club
jump @IMPEXPM_13121 

:IMPEXPM_12260
05A9: s$IMPORT_MODEL_NAME = 'JESTER' // s$  // Jester
jump @IMPEXPM_13121 

:IMPEXPM_12281
05A9: s$IMPORT_MODEL_NAME = 'BUFFALO' // s$  // Buffalo
jump @IMPEXPM_13121 

:IMPEXPM_12302
05A9: s$IMPORT_MODEL_NAME = 'SENTINL' // s$  // Sentinel
jump @IMPEXPM_13121 

:IMPEXPM_12323
05A9: s$IMPORT_MODEL_NAME = 'INFERNU' // s$  // Infernus
jump @IMPEXPM_13121 

:IMPEXPM_12344
05A9: s$IMPORT_MODEL_NAME = 'CAMPER' // s$  // Camper
jump @IMPEXPM_13121 

:IMPEXPM_12365
05A9: s$IMPORT_MODEL_NAME = 'ADMIRAL' // s$  // Admiral
jump @IMPEXPM_13121 

:IMPEXPM_12386
05A9: s$IMPORT_MODEL_NAME = 'PATRIOT' // s$  // Patriot
jump @IMPEXPM_13121 

:IMPEXPM_12407
05A9: s$IMPORT_MODEL_NAME = 'SANCHEZ' // s$  // Sanchez
jump @IMPEXPM_13121 

:IMPEXPM_12428
05A9: s$IMPORT_MODEL_NAME = 'STRETCH' // s$  // Stretch
jump @IMPEXPM_13121 

:IMPEXPM_12449
05A9: s$IMPORT_MODEL_NAME = 'FELTZER' // s$  // Feltzer
jump @IMPEXPM_13121 

:IMPEXPM_12470
05A9: s$IMPORT_MODEL_NAME = 'REMING' // s$  // Remington
jump @IMPEXPM_13121 

:IMPEXPM_12491
05A9: s$IMPORT_MODEL_NAME = 'MONSTER' // s$  // Monster
jump @IMPEXPM_13121 

:IMPEXPM_12512
05A9: s$IMPORT_MODEL_NAME = 'NRG500' // s$  // NRG-500
jump @IMPEXPM_13121 

:IMPEXPM_12533
05A9: s$IMPORT_MODEL_NAME = 'WINDSOR' // s$  // Windsor
jump @IMPEXPM_13121 

:IMPEXPM_12554
05A9: s$IMPORT_MODEL_NAME = 'CHEETAH' // s$  // Cheetah
jump @IMPEXPM_13121 

:IMPEXPM_12575
05A9: s$IMPORT_MODEL_NAME = 'RANCHER' // s$  // Rancher
jump @IMPEXPM_13121 

:IMPEXPM_12596
05A9: s$IMPORT_MODEL_NAME = 'STALION' // s$  // Stallion
jump @IMPEXPM_13121 

:IMPEXPM_12617
05A9: s$IMPORT_MODEL_NAME = 'PETROL' // s$  // Tanker
jump @IMPEXPM_13121 

:IMPEXPM_12638
05A9: s$IMPORT_MODEL_NAME = 'COMET' // s$  // Comet
jump @IMPEXPM_13121 

:IMPEXPM_12659
05A9: s$IMPORT_MODEL_NAME = 'SLAMVAN' // s$  // Slamvan
jump @IMPEXPM_13121 

:IMPEXPM_12680
05A9: s$IMPORT_MODEL_NAME = 'BLISTAC' // s$  // Blista Compact
jump @IMPEXPM_13121 

:IMPEXPM_12701
05A9: s$IMPORT_MODEL_NAME = 'STAFFRD' // s$  // Stafford
jump @IMPEXPM_13121 

:IMPEXPM_12722
05A9: s$IMPORT_MODEL_NAME = 'SABRE' // s$  // Sabre
jump @IMPEXPM_13121 

:IMPEXPM_12743
05A9: s$IMPORT_MODEL_NAME = 'FCR900' // s$  // FCR-900
jump @IMPEXPM_13121 

:IMPEXPM_12764
05A9: s$IMPORT_MODEL_NAME = 'EUROS' // s$  // Euros
jump @IMPEXPM_13121 

:IMPEXPM_12785
05A9: s$IMPORT_MODEL_NAME = 'BANDITO' // s$  // Bandito
jump @IMPEXPM_13121 

:IMPEXPM_12806
05A9: s$IMPORT_MODEL_NAME = 'SUPERGT' // s$  // Super GT
jump @IMPEXPM_13121 

:IMPEXPM_12827
05A9: s$IMPORT_MODEL_NAME = 'BANSHEE' // s$  // Banshee
jump @IMPEXPM_13121 

:IMPEXPM_12848
05A9: s$IMPORT_MODEL_NAME = 'TURISMO' // s$  // Turismo
jump @IMPEXPM_13121 

:IMPEXPM_12869
05A9: s$IMPORT_MODEL_NAME = 'JOURNEY' // s$  // Journey
jump @IMPEXPM_13121 

:IMPEXPM_12890
05A9: s$IMPORT_MODEL_NAME = 'HUNTLEY' // s$  // Huntley
jump @IMPEXPM_13121 

:IMPEXPM_12911
05A9: s$IMPORT_MODEL_NAME = 'BFINJC' // s$  // BF Injection
jump @IMPEXPM_13121 

:IMPEXPM_12932
05A9: s$IMPORT_MODEL_NAME = 'BLADE' // s$  // Blade
jump @IMPEXPM_13121 

:IMPEXPM_12953
05A9: s$IMPORT_MODEL_NAME = 'FREEWAY' // s$  // Freeway
jump @IMPEXPM_13121 

:IMPEXPM_12974
05A9: s$IMPORT_MODEL_NAME = 'MESAA' // s$  // Mesa
jump @IMPEXPM_13121 

:IMPEXPM_12995
05A9: s$IMPORT_MODEL_NAME = 'ZR350' // s$  // ZR-350
jump @IMPEXPM_13121 

:IMPEXPM_13016
05A9: s$IMPORT_MODEL_NAME = 'HOTKNIF' // s$  // Hotknife
jump @IMPEXPM_13121 

:IMPEXPM_13037
05A9: s$IMPORT_MODEL_NAME = 'DUNE' // s$  // Dune
jump @IMPEXPM_13121 

:IMPEXPM_13058
05A9: s$IMPORT_MODEL_NAME = 'VORTEX' // s$  // Vortex
jump @IMPEXPM_13121 

:IMPEXPM_13079
05A9: s$IMPORT_MODEL_NAME = 'BULLET' // s$  // Bullet
jump @IMPEXPM_13121 

:IMPEXPM_13100
05A9: s$IMPORT_MODEL_NAME = 'PEREN' // s$  // 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 
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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'  // You can export this vehicle over at Easter Basin Docks.
0@ = 1 

:IMPEXPC_274
jump @IMPEXPC_306 

:IMPEXPC_281
if 
  0@ == 1 
else_jump @IMPEXPC_306 
0@ = 0 

:IMPEXPC_306
jump @IMPEXPC_11 

:TRUCKS
thread 'TRUCKS' 

:TRUCKS_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @TRUCKS_175 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRUCKS_175 
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
else_jump @TRUCKS_175 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2373 $2374 $2375 radius 1.2 1.2 1.5 on_foot 
else_jump @TRUCKS_175 
wait 1000 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRUCKS_175 
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 @ENTEXT_451 
start_mission 20  // Los Sepulcros

:TRUCKS_175
jump @TRUCKS_11 

:QUARRYS
thread 'QUARRYS' 

:QUARRYS_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @QUARRYS_170 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @QUARRYS_170 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
else_jump @QUARRYS_170 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2352 $2353 $2354 radius 1.5 1.8 1.5 on_foot 
else_jump @QUARRYS_170 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @QUARRYS_170 
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 @ENTEXT_451 
start_mission 21  // Doberman

:QUARRYS_170
jump @QUARRYS_11 

:BSCHOO
thread 'BSCHOO' 

:BSCHOO_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BSCHOO_155 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BSCHOO_155 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
else_jump @BSCHOO_155 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2367 $2368 $2369 radius 1.0 1.0 1.5 on_foot 
else_jump @BSCHOO_155 
wait 1000 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BSCHOO_155 
Player.CanMove($PLAYER_CHAR) = False
gosub @ENTEXT_451 
start_mission 22  // Burning Desire

:BSCHOO_155
jump @BSCHOO_11 

:BIKES
thread 'BIKES' 

:BIKES_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BIKES_155 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BIKES_155 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BFLD'  // Blackfield
else_jump @BIKES_155 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot 
else_jump @BIKES_155 
wait 1000 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BIKES_155 
Player.CanMove($PLAYER_CHAR) = False
gosub @ENTEXT_451 
start_mission 23  // Gray Imports

:BIKES_155
jump @BIKES_11 

:PSCH
thread 'PSCH' 

:PSCH_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSCH_233 
if and
  $ONMISSION == 0 
0154:   actor $PLAYER_ACTOR in_zone 'MEAD'  // Verdant Meadows
else_jump @PSCH_233 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $666 $667 $668 radius 1.0 1.0 1.0 on_foot 
else_jump @PSCH_233 
wait 1000 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @PSCH_233 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
if 
  $FLIGHT_SCHOOL_INTRO_FLAG == 0 
else_jump @PSCH_173 
$FLIGHT_SCHOOL_INTRO_FLAG = 1 
jump @PSCH_229 

:PSCH_173
0169: set_fade_color_RGB 0 0 0 
if 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
else_jump @PSCH_215 
00BA: show_text_styled GXT 'DESERT5' time 1000 style 2  // Learning to Fly

:PSCH_215
Player.CanMove($PLAYER_CHAR) = False
gosub @ENTEXT_451 

:PSCH_229
start_mission 24  // Home Invasion

:PSCH_233
jump @PSCH_11 

:TRACE
thread 'TRACE' 
$1398 = 1 

:TRACE_18
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRACE_896 
if 
  $ONMISSION == 0 
else_jump @TRACE_896 
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_371 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @TRACE_371 
if 
  $5187 == 0 
else_jump @TRACE_264 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2031.4 -116.5 1034.1 radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_257 
wait 1000 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_257 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
Player.CanMove($PLAYER_CHAR) = False
gosub @ENTEXT_451 
start_mission 25  // Catalyst

:TRACE_257
jump @TRACE_371 

:TRACE_264
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_371 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_371 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
Player.CanMove($PLAYER_CHAR) = False
gosub @ENTEXT_451 
start_mission 25  // Catalyst

:TRACE_371
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRACE_896 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_896 
if 
  $1398 == 1 
else_jump @TRACE_896 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @TRACE_541 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 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_541 
wait 1000 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 0 // = constant 
start_mission 26  // Robbing Uncle Sam

:TRACE_541
if 
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
else_jump @TRACE_661 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 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_661 
wait 1000 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 1 // = constant 
start_mission 26  // Robbing Uncle Sam

:TRACE_661
if 
0154:   actor $PLAYER_ACTOR in_zone 'LVA'  // LVA Freight Depot
else_jump @TRACE_781 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 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_781 
wait 1000 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 2 // = constant 
start_mission 26  // Robbing Uncle Sam

:TRACE_781
if 
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
else_jump @TRACE_896 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 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_896 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 3 // = constant 
start_mission 26  // Robbing Uncle Sam

:TRACE_896
jump @TRACE_18 

:BLOODR
thread 'BLOODR' 

:BLOODR_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BLOODR_164 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLOODR_164 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
else_jump @BLOODR_164 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $1745 $1746 $1747 radius 1.4 1.8 1.5 on_foot 
else_jump @BLOODR_164 
wait 1000 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BLOODR_164 
gosub @ENTEXT_451 
00BA: show_text_styled GXT 'STAD_04' time 1000 style 2  // Blood Ring
start_mission 27  // OG Loc

:BLOODR_164
jump @BLOODR_11 

:HOTR
thread 'HOTR' 

:HOTR_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @HOTR_228 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HOTR_228 
if 
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
else_jump @HOTR_228 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $1748 $1749 $1750 radius 1.4 1.8 1.5 on_foot 
else_jump @HOTR_228 
wait 1000 
0652: $STAT_DRIVING_SKILL = integer_stat 160 
if 
  $STAT_DRIVING_SKILL > 199 
else_jump @HOTR_212 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @HOTR_205 
00BA: show_text_styled GXT 'STAD_03' time 1000 style 2  // 8-Track
gosub @ENTEXT_451 
04AE: $RACE_INDEX = 25 // = constant 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 26  // Robbing Uncle Sam

:HOTR_205
jump @HOTR_228 

:HOTR_212
00BC: show_text_highpriority GXT 'STATCAR' time 500 flag 1  // ~s~Your ~h~driving skill ~s~is not high enough to enter this race.

:HOTR_228
jump @HOTR_11 

:KICKS
thread 'KICKS' 

:KICKS_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @KICKS_306 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKS_306 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BFLD'  // Blackfield
else_jump @KICKS_306 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $1742 $1743 $1744 radius 1.4 1.8 1.5 on_foot 
else_jump @KICKS_306 
wait 1000 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @KICKS_306 
jump @KICKS_279 
07D0: $WEEKDAY = weekday 
if or
  $WEEKDAY == 0 
  $WEEKDAY == 2 
  $WEEKDAY == 4 
else_jump @KICKS_279 
0652: $STAT_DRIVING_SKILL = integer_stat 229 
if 
  $STAT_DRIVING_SKILL > 199 
else_jump @KICKS_256 
00BA: show_text_styled GXT 'STAD_01' time 1000 style 2  // Dirt Track
gosub @ENTEXT_451 
04AE: $RACE_INDEX = 26 // = constant 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 26  // Robbing Uncle Sam
jump @KICKS_272 

:KICKS_256
00BC: show_text_highpriority GXT 'STATBIK' time 500 flag 1  // ~s~Your ~h~bike skill ~s~is not high enough to enter this race.

:KICKS_272
jump @KICKS_306 

:KICKS_279
00BA: show_text_styled GXT 'STAD_02' time 1000 style 2  // Kickstart
gosub @ENTEXT_451 
start_mission 28  // Running Dog

:KICKS_306
jump @KICKS_11 

:TRI
thread 'TRI' 

:TRI_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @TRI_632 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRI_632 
if or
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
else_jump @TRI_557 
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_557 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @TRI_514 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 500 
else_jump @TRI_471 
0652: $STAT_STAMINA = integer_stat 22 
if 
  $STAT_STAMINA >= 500 
else_jump @TRI_428 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRI_421 
00BA: show_text_styled GXT 'BOTTY' time 1000 style 2  // Beat the Cock!
gosub @ENTEXT_451 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRI_417 
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_362 
$MISSION_BEATTHECOCK_TYPE = 1 

:TRI_362
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_417 
$MISSION_BEATTHECOCK_TYPE = 2 

:TRI_417
start_mission 29  // Wrong Side of the Tracks

:TRI_421
jump @TRI_464 

:TRI_428
if 
  $HELP_TRI_STAMINA_SHOWN == 0 
else_jump @TRI_464 
03E5: show_text_box 'STASKIL'  // ~s~You need more stamina before you can enter the race.
$HELP_TRI_STAMINA_SHOWN = 1 

:TRI_464
jump @TRI_507 

:TRI_471
if 
  $HELP_TRI_CYCLING_SHOWN == 0 
else_jump @TRI_507 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
$HELP_TRI_CYCLING_SHOWN = 1 

:TRI_507
jump @TRI_550 

:TRI_514
if 
  $HELP_TRI_NOCOCK_SHOWN == 0 
else_jump @TRI_550 
03E5: show_text_box 'NOCOCK'  // The Cluckin' Cock isn't ready yet!
$HELP_TRI_NOCOCK_SHOWN = 1 

:TRI_550
jump @TRI_632 

:TRI_557
if 
  $HELP_TRI_CYCLING_SHOWN == 1 
else_jump @TRI_582 
$HELP_TRI_CYCLING_SHOWN = 0 

:TRI_582
if 
  $HELP_TRI_STAMINA_SHOWN == 1 
else_jump @TRI_607 
$HELP_TRI_STAMINA_SHOWN = 0 

:TRI_607
if 
  $HELP_TRI_NOCOCK_SHOWN == 1 
else_jump @TRI_632 
$HELP_TRI_NOCOCK_SHOWN = 0 

:TRI_632
jump @TRI_11 

:ODDVEH
thread 'ODDVEH' 

:ODDVEH_11
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ODDVEH_1143 
if 
  $ONMISSION == 0 
else_jump @ODDVEH_1143 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ODDVEH_1108 
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_334 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_334 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission 30  // Just Business
$ONMISSION_COURIER = 1 

:ODDVEH_334
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
else_jump @ODDVEH_398 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_398 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission 30  // Just Business
$ONMISSION_COURIER = 1 

:ODDVEH_398
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @ODDVEH_462 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_462 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission 30  // Just Business
$ONMISSION_COURIER = 1 

:ODDVEH_462
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @ODDVEH_530 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2355 $2356 $2357 radius 10.5 10.5 10.5 
else_jump @ODDVEH_530 
$ONMISSION_CHILIAD = 1 

:ODDVEH_530
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
  $ONMISSION_CHILIAD == 0 
else_jump @ODDVEH_718 
00BE: text_clear_all 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 400 
else_jump @ODDVEH_675 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if and
  $TIME_HOURS >= 1 
  23 > $TIME_HOURS 
else_jump @ODDVEH_652 
00BA: show_text_styled GXT 'MOUNTN' time 1000 style 2  // The Chiliad Challenge
start_mission 31  // Life's a Beach
$ONMISSION_CHILIAD = 1 
jump @ODDVEH_668 

:ODDVEH_652
00BC: show_text_highpriority GXT 'MTIME4' time 1000 flag 1  // ~s~Come back between 7:00 and 18:00.

:ODDVEH_668
jump @ODDVEH_711 

:ODDVEH_675
if 
  $HELP_CHILIAD_CYCLING_SHOWN == 0 
else_jump @ODDVEH_711 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
$HELP_CHILIAD_CYCLING_SHOWN = 1 

:ODDVEH_711
jump @ODDVEH_743 

:ODDVEH_718
if 
  $HELP_CHILIAD_CYCLING_SHOWN == 1 
else_jump @ODDVEH_743 
$HELP_CHILIAD_CYCLING_SHOWN = 0 

:ODDVEH_743
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @ODDVEH_811 
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_811 
$ONMISSION_STUNT_BMX = 1 

:ODDVEH_811
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
  $ONMISSION_STUNT_BMX == 0 
else_jump @ODDVEH_948 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 200 
else_jump @ODDVEH_905 
00BA: show_text_styled GXT 'BMX' time 1000 style 2  // BMX
$STUNT_MISSION_TYPE = 0 
start_mission 32  // Madd Dogg's Rhymes
$ONMISSION_STUNT_BMX = 1 
jump @ODDVEH_941 

:ODDVEH_905
if 
  $HELP_BMX_CYCLING_SHOWN == 0 
else_jump @ODDVEH_941 
03E5: show_text_box 'MTBSKI2'  // ~s~You need more cycling skill before you can start the BMX challenge! Practice on a bicycle to build up your cycling skill.
$HELP_BMX_CYCLING_SHOWN = 1 

:ODDVEH_941
jump @ODDVEH_973 

:ODDVEH_948
if 
  $HELP_BMX_CYCLING_SHOWN == 1 
else_jump @ODDVEH_973 
$HELP_BMX_CYCLING_SHOWN = 0 

:ODDVEH_973
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
else_jump @ODDVEH_1041 
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_1041 
$ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1041
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
  $ONMISSION_STUNT_NRG500 == 0 
else_jump @ODDVEH_1101 
00BA: show_text_styled GXT 'NRG500' time 1000 style 2  // NRG-500
$STUNT_MISSION_TYPE = 1 
start_mission 32  // Madd Dogg's Rhymes
$ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1101
jump @ODDVEH_1143 

:ODDVEH_1108
$158 = 0 
$ONMISSION_COURIER = 0 
$ONMISSION_CHILIAD = 0 
$ONMISSION_STUNT_BMX = 0 
$ONMISSION_STUNT_NRG500 = 0 

:ODDVEH_1143
jump @ODDVEH_11 

: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:   are_car_cheats_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 
$HJ_PLAYER_CAR = Actor.CurrentCar($PLAYER_ACTOR)
04FC: store_player_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  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
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  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

: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~ Distance: ~1~.~1~m Time: ~1~ seconds
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~ Distance: ~1~ feet Time: ~1~ seconds

: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~ Distance: ~1~.~1~m Time: ~1~ seconds
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~ Distance: ~1~ feet Time: ~1~ seconds

: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: set_passengers_in_car $HJ_PLAYER_CAR speak_from_audio_table 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: update_float_stat_to $HJ_STUNT_DISTANCE_MAX_FLOAT stat_id 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: update_float_stat_to $HJ_CAR_Z_MAX stat_id 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  // INSANE 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  // DOUBLE INSANE 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  // TRIPLE INSANE 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  // QUADRUPLE INSANE 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  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~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  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~|

:HJ_2385
jump @HJ_15 
end_thread 

:GFINIT
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 
$GIRLDOORS[0] = Object.Init(#GEN_DOOREXT03, 2401.75, -1714.477, 13.125)
Object.Angle($GIRLDOORS[0]) = 270.0
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)
$GIRLDOORS[1] = Object.Init(#GEN_DOORSHOP02, -1800.706, 1201.041, 24.12)
Object.Angle($GIRLDOORS[1]) = 270.0
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]) = 90.0
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)
0750: set_object $GIRLDOORS[6] visibility 0 
Object.CollisionDetection($GIRLDOORS[6]) = False
$GF_CENSORE_FLAG = 0 
08BA: set $GIRLS_GIFTS_BITMASK bit 0 
create_thread @GFAGNT 
end_thread 

:GFAGNT
thread 'GFAGNT' 
$11224 = 2 
$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 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
if 
  3@ > 0 
else_jump @GFAGNT_349 
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_car_generator #NULL color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 
014B: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = init_car_generator #NULL color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 

:GFAGNT_349
wait $GF_WAIT_TIME 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($PLAYER_ACTOR)
  $ONMISSION == 0 
else_jump @GFAGNT_403 
08C0: clear $391 bit 31 
gosub @GFAGNT_442 
jump @GFAGNT_435 

:GFAGNT_403
if 
88B4:   not test $391 bit 31 
else_jump @GFAGNT_435 
gosub @GFAGNT_11155 
08BA: set $391 bit 31 

:GFAGNT_435
jump @GFAGNT_349 

:GFAGNT_442
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @GFAGNT_575 jumps 0 @GFAGNT_505 1 @GFAGNT_519 2 @GFAGNT_533 3 @GFAGNT_547 4 @GFAGNT_561 -1 @GFAGNT_575 -1 @GFAGNT_575 

:GFAGNT_505
gosub @GFAGNT_577 
jump @GFAGNT_575 

:GFAGNT_519
gosub @GFAGNT_1619 
jump @GFAGNT_575 

:GFAGNT_533
gosub @GFAGNT_2312 
jump @GFAGNT_575 

:GFAGNT_547
gosub @GFAGNT_2618 
jump @GFAGNT_575 

:GFAGNT_561
gosub @GFAGNT_2795 
jump @GFAGNT_575 

:GFAGNT_575
return 

:GFAGNT_577
gosub @GFAGNT_5001 
if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
else_jump @GFAGNT_1181 
if 
08B4:   test $391 bit 25 
else_jump @GFAGNT_635 
3@ = 1 
jump @GFAGNT_905 

:GFAGNT_635
3@ = 0 
0842: 4@ = player $PLAYER_CHAR town_number 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_905 jumps 0 @GFAGNT_713 1 @GFAGNT_809 2 @GFAGNT_777 3 @GFAGNT_745 4 @GFAGNT_841 5 @GFAGNT_873 -1 @GFAGNT_905 

:GFAGNT_713
if 
04A4:   4@ == 1 // == constant 
else_jump @GFAGNT_738 
3@ = 1 

:GFAGNT_738
jump @GFAGNT_905 

:GFAGNT_745
if 
04A4:   4@ == 0 // == constant 
else_jump @GFAGNT_770 
3@ = 1 

:GFAGNT_770
jump @GFAGNT_905 

:GFAGNT_777
if 
04A4:   4@ == 0 // == constant 
else_jump @GFAGNT_802 
3@ = 1 

:GFAGNT_802
jump @GFAGNT_905 

:GFAGNT_809
if 
04A4:   4@ == 2 // == constant 
else_jump @GFAGNT_834 
3@ = 1 

:GFAGNT_834
jump @GFAGNT_905 

:GFAGNT_841
if 
04A4:   4@ == 2 // == constant 
else_jump @GFAGNT_866 
3@ = 1 

:GFAGNT_866
jump @GFAGNT_905 

:GFAGNT_873
if 
04A4:   4@ == 3 // == constant 
else_jump @GFAGNT_898 
3@ = 1 

:GFAGNT_898
jump @GFAGNT_905 

:GFAGNT_905
if 
  3@ == 1 
else_jump @GFAGNT_1172 
gosub @GFAGNT_2994 
gosub @GFAGNT_5118 
if 
  3@ > 0 
else_jump @GFAGNT_1158 
$GF_WAIT_TIME = 250 
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_1151 
gosub @GFAGNT_4354 
gosub @GFAGNT_5329 
if 
  3@ > 0 
else_jump @GFAGNT_1058 
$GF_WAIT_TIME = 0 
gosub @GFAGNT_5635 
08BB: set $1210 bit $GIRLFRIEND 
0@ = 4 
1@ = 0 
return 
jump @GFAGNT_1151 

:GFAGNT_1058
08C1: clear $1210 bit $GIRLFRIEND 
gosub @GFAGNT_5738 
$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_1151 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @GFAGNT_1149 
03E5: show_text_box 'GF_0048'  // Your girlfriend is not at home right now. Try again later.

:GFAGNT_1149
return 

:GFAGNT_1151
jump @GFAGNT_1165 

:GFAGNT_1158
gosub @GFAGNT_6110 

:GFAGNT_1165
jump @GFAGNT_1174 

:GFAGNT_1172
return 

:GFAGNT_1174
jump @GFAGNT_1617 

:GFAGNT_1181
gosub @GFAGNT_3815 
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_1617 
gosub @GFAGNT_5192 
if 
  3@ > 0 
else_jump @GFAGNT_1605 
$GF_WAIT_TIME = 250 
if and
  $GIRLFRIEND == 2 
  2 > $11224 
else_jump @GFAGNT_1270 
090F: end_external_script 24 (GF_MEETING) 
return 

:GFAGNT_1270
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_1598 
if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
else_jump @GFAGNT_1474 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_1382 
gosub @GFAGNT_9511 
3@ = 1 
jump @GFAGNT_1467 

:GFAGNT_1382
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_1414 
3@ = 23 

:GFAGNT_1414
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_1453 
3@ = -1 
return 
jump @GFAGNT_1467 

:GFAGNT_1453
gosub @GFAGNT_9511 
3@ = 1 

:GFAGNT_1467
jump @GFAGNT_1481 

:GFAGNT_1474
3@ = 1 

:GFAGNT_1481
if 
  3@ == 1 
else_jump @GFAGNT_1598 
gosub @GFAGNT_4701 
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_1598 
08A9: load_external_script 24 (GF_MEETING) 
if 
08AB:   external_script 24 (GF_MEETING) loaded 
else_jump @GFAGNT_1598 
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_1598
jump @GFAGNT_1617 

:GFAGNT_1605
$GF_WAIT_TIME = 500 
090F: end_external_script 24 (GF_MEETING) 

:GFAGNT_1617
return 

:GFAGNT_1619
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @GFAGNT_2310 jumps 0 @GFAGNT_1682 1 @GFAGNT_1904 2 @GFAGNT_1956 3 @GFAGNT_2109 4 @GFAGNT_2232 -1 @GFAGNT_2310 -1 @GFAGNT_2310 

:GFAGNT_1682
if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_1715 
gosub @GFAGNT_7074 
$392 = 20 

:GFAGNT_1715
08C1: clear $391 bit $GIRLFRIEND 
gosub @GFAGNT_7440 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_1760 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A43: get_rid_of_player_prostitute 

:GFAGNT_1760
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 31 
else_jump @GFAGNT_1785 
$390 = 0 

:GFAGNT_1785
gosub @GFAGNT_9601 
if and
  3@ == 1 
08B4:   test $377($GIRLFRIEND,6i) bit 23 
else_jump @GFAGNT_1835 
08BA: set $390 bit 14 
jump @GFAGNT_1886 

:GFAGNT_1835
if 
  30 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_1871 
08BA: set $390 bit 11 
jump @GFAGNT_1886 

:GFAGNT_1871
gosub @GFAGNT_7098 
08BC: set $390 bit 3@ 

:GFAGNT_1886
08A9: load_external_script 25 (GF_DATE) 
1@ += 1 
jump @GFAGNT_2310 

:GFAGNT_1904
if 
08AB:   external_script 25 (GF_DATE) loaded 
else_jump @GFAGNT_1949 
08BA: set $390 bit 1 
08C1: clear $1210 bit $GIRLFRIEND 
0913: run_external_script 25 (GF_DATE) 2@  
1@ += 1 

:GFAGNT_1949
jump @GFAGNT_2310 

:GFAGNT_1956
if 
88B4:   not test $390 bit 1 
else_jump @GFAGNT_2070 
if 
08B4:   test $390 bit 3 
else_jump @GFAGNT_2042 
if 
88B4:   not test $390 bit 5 
else_jump @GFAGNT_2035 
Player.CanMove($PLAYER_CHAR) = False
gosub @GFAGNT_9150 
08A9: load_external_script 26 (GF_SEX) 
1@ += 1 

:GFAGNT_2035
jump @GFAGNT_2063 

:GFAGNT_2042
fade 1 1000 
0@ = 2 
1@ = 0 

:GFAGNT_2063
jump @GFAGNT_2102 

:GFAGNT_2070
0926: 3@ = external_script_status 25 (GF_DATE) 
if 
  3@ == 0 
else_jump @GFAGNT_2102 
08C0: clear $390 bit 1 

:GFAGNT_2102
jump @GFAGNT_2310 

:GFAGNT_2109
if 
08AB:   external_script 26 (GF_SEX) loaded 
else_jump @GFAGNT_2225 
077E: get_active_interior_to 3@ 
gosub @GFAGNT_4354 
if 
08B4:   test $390 bit 14 
else_jump @GFAGNT_2186 
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 1 3@ 10@ 11@ 12@ 13@  
jump @GFAGNT_2211 

:GFAGNT_2186
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 0 3@ 10@ 11@ 12@ 13@  

:GFAGNT_2211
08BA: set $390 bit 5 
1@ += 1 

:GFAGNT_2225
jump @GFAGNT_2310 

:GFAGNT_2232
if 
88B4:   not test $390 bit 5 
else_jump @GFAGNT_2271 
0@ = 2 
1@ = 0 
jump @GFAGNT_2303 

:GFAGNT_2271
0926: 3@ = external_script_status 26 (GF_SEX) 
if 
  3@ == 0 
else_jump @GFAGNT_2303 
08C0: clear $390 bit 5 

:GFAGNT_2303
jump @GFAGNT_2310 

:GFAGNT_2310
return 

:GFAGNT_2312
0871: init_jump_table 1@ total_jumps 2 default_jump 0 @GFAGNT_2616 jumps 0 @GFAGNT_2375 1 @GFAGNT_2491 -1 @GFAGNT_2616 -1 @GFAGNT_2616 -1 @GFAGNT_2616 -1 @GFAGNT_2616 -1 @GFAGNT_2616 

:GFAGNT_2375
08C1: clear $391 bit $GIRLFRIEND 
gosub @GFAGNT_9150 
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_2441 
03E6: remove_text_box 
03E5: show_text_box 'GF_0039'  // Your girlfriend is dead.
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
jump @GFAGNT_2477 

:GFAGNT_2441
gosub @GFAGNT_8677 
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
else_jump @GFAGNT_2477 
gosub @GFAGNT_5787 

:GFAGNT_2477
1@ += 1 
jump @GFAGNT_2616 

:GFAGNT_2491
if or
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_2553 
gosub @GFAGNT_9667 
0@ = 0 
1@ = 0 
jump @GFAGNT_2609 

:GFAGNT_2553
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 10.0 10.0 10.0 
else_jump @GFAGNT_2609 
0@ = 0 
1@ = 0 

:GFAGNT_2609
jump @GFAGNT_2616 

:GFAGNT_2616
return 

:GFAGNT_2618
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_2761 
gosub @GFAGNT_4701 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_2754 
if 
08B4:   test $390 bit 21 
else_jump @GFAGNT_2740 
07D0: 7@ = weekday 
7@ += 1 
if 
  7@ > 7 
else_jump @GFAGNT_2740 
7@ = 1 

:GFAGNT_2740
0@ = 0 
1@ = 0 

:GFAGNT_2754
jump @GFAGNT_2793 

:GFAGNT_2761
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_2793 
08C0: clear $390 bit 20 

:GFAGNT_2793
return 

:GFAGNT_2795
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 75.0 75.0 10.0 
else_jump @GFAGNT_2978 
gosub @GFAGNT_5329 
if 
  3@ > 0 
else_jump @GFAGNT_2957 
if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 1.5 1.5 1.5 sphere 1 stopped 
else_jump @GFAGNT_2950 
if and
88B4:   not test $391 bit 11 
   Player.Controllable($PLAYER_CHAR)
else_jump @GFAGNT_2950 
Player.CanMove($PLAYER_CHAR) = False
0@ = 1 
1@ = 0 
return 

:GFAGNT_2950
jump @GFAGNT_2971 

:GFAGNT_2957
0@ = 0 
1@ = 0 

:GFAGNT_2971
jump @GFAGNT_2992 

:GFAGNT_2978
0@ = 0 
1@ = 0 

:GFAGNT_2992
return 

:GFAGNT_2994
if 
875C:   not marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
else_jump @GFAGNT_3108 
gosub @GFAGNT_4354 
$GIRLMARKER($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_3101 
3@ = 1000 

:GFAGNT_3101
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3108
0871: init_jump_table $GIRLFRIEND total_jumps 5 default_jump 0 @GFAGNT_3813 jumps 0 @GFAGNT_3171 1 @GFAGNT_3238 2 @GFAGNT_3356 3 @GFAGNT_3567 4 @GFAGNT_3690 -1 @GFAGNT_3813 -1 @GFAGNT_3813 

:GFAGNT_3171
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $PIMP_SUIT_AVAILABLE == 0 
else_jump @GFAGNT_3231 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3231 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$PIMP_SUIT_AVAILABLE = 1 

:GFAGNT_3231
jump @GFAGNT_3813 

:GFAGNT_3238
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $RACING_SUIT_AVAILABLE == 0 
else_jump @GFAGNT_3298 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3298 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$RACING_SUIT_AVAILABLE = 1 

:GFAGNT_3298
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 21 
else_jump @GFAGNT_3349 
Garage.ChangeType('MICHDR', 5)
093A: set_paynspray 'MICHDR' type_to_girlfriend 1 
08BA: set $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_3349
jump @GFAGNT_3813 

:GFAGNT_3356
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $RURAL_CLOTHES_AVAILABLE == 0 
else_jump @GFAGNT_3416 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3416 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$RURAL_CLOTHES_AVAILABLE = 1 

:GFAGNT_3416
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 22 
else_jump @GFAGNT_3560 
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, -1425.252, 25.5)
032B: $396 = create_weapon_pickup #CZ75 type 15 ammo 100 at -365.4774 -1422.401 25.5 
032B: $397 = create_weapon_pickup #FLAME type 15 ammo 200 at -366.066 -1418.683 25.5 
08BA: set $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_3560
jump @GFAGNT_3813 

:GFAGNT_3567
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $COP_UNIFORM_AVAILABLE == 0 
else_jump @GFAGNT_3627 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3627 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$COP_UNIFORM_AVAILABLE = 1 

:GFAGNT_3627
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 23 
else_jump @GFAGNT_3683 
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_3683
jump @GFAGNT_3813 

:GFAGNT_3690
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $MEDIC_UNIFORM_AVAILABLE == 0 
else_jump @GFAGNT_3750 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3750 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$MEDIC_UNIFORM_AVAILABLE = 1 

:GFAGNT_3750
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 24 
else_jump @GFAGNT_3806 
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_3806
jump @GFAGNT_3813 

:GFAGNT_3813
return 

:GFAGNT_3815
if and
  0 > $GIRL_PROGRESS($GIRLFRIEND,6i) 
   not $GIRLFRIEND == 0 
   not $GIRLFRIEND == 5 
else_jump @GFAGNT_3862 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 45 

:GFAGNT_3862
if 
075C:   marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
else_jump @GFAGNT_3978 
Marker.Disable($GIRLMARKER($GIRLFRIEND,6i))
gosub @GFAGNT_9667 
gosub @GFAGNT_5738 
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_3971 
3@ = 0 

:GFAGNT_3971
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3978
008B: 3@ = $GIRLFRIEND // (int) 
3@ += 20 
if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
else_jump @GFAGNT_4352 
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 0 @GFAGNT_4352 jumps 1 @GFAGNT_4075 2 @GFAGNT_4174 3 @GFAGNT_4270 4 @GFAGNT_4315 -1 @GFAGNT_4352 -1 @GFAGNT_4352 -1 @GFAGNT_4352 

:GFAGNT_4075
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_4167 
093A: set_paynspray 'MICHDR' type_to_girlfriend 0 
Garage.ChangeType('MICHDR', 19)
Garage.Close('MICHDR')
08C0: clear $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_4167
jump @GFAGNT_4352 

:GFAGNT_4174
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_4263 
Pickup.Destroy($394)
Pickup.Destroy($395)
Pickup.Destroy($396)
Pickup.Destroy($397)
0750: set_object $GIRLDOORS[6] visibility 0 
Object.CollisionDetection($GIRLDOORS[6]) = False
08C0: clear $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_4263
jump @GFAGNT_4352 

:GFAGNT_4270
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_4352 

:GFAGNT_4315
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_4352 

:GFAGNT_4352
return 

:GFAGNT_4354
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_4699 jumps 0 @GFAGNT_4417 1 @GFAGNT_4464 2 @GFAGNT_4511 3 @GFAGNT_4558 4 @GFAGNT_4605 5 @GFAGNT_4652 -1 @GFAGNT_4699 

:GFAGNT_4417
10@ = 2401.964 
11@ = -1723.22 
12@ = 12.6005 
13@ = 180.0 
jump @GFAGNT_4699 

:GFAGNT_4464
10@ = -1799.5 
11@ = 1195.5 
12@ = 24.1094 
13@ = 180.0 
jump @GFAGNT_4699 

:GFAGNT_4511
10@ = -377.3978 
11@ = -1438.692 
12@ = 24.7209 
13@ = 270.0 
jump @GFAGNT_4699 

:GFAGNT_4558
10@ = -1398.101 
11@ = 2636.873 
12@ = 54.7031 
13@ = 75.0 
jump @GFAGNT_4699 

:GFAGNT_4605
10@ = -2576.808 
11@ = 1144.744 
12@ = 54.7422 
13@ = 164.0 
jump @GFAGNT_4699 

:GFAGNT_4652
10@ = 2035.362 
11@ = 2732.411 
12@ = 9.8203 
13@ = 0.0 
jump @GFAGNT_4699 

:GFAGNT_4699
return 

:GFAGNT_4701
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 1 @GFAGNT_4952 jumps 1 @GFAGNT_4764 2 @GFAGNT_4811 3 @GFAGNT_4858 4 @GFAGNT_4905 -1 @GFAGNT_4999 -1 @GFAGNT_4999 -1 @GFAGNT_4999 

:GFAGNT_4764
10@ = -2027.583 
11@ = -118.7022 
12@ = 1034.0 
13@ = 3.4 
jump @GFAGNT_4999 

:GFAGNT_4811
10@ = 257.6682 
11@ = -154.7475 
12@ = 4.0786 
13@ = 268.7731 
jump @GFAGNT_4999 

:GFAGNT_4858
10@ = -1410.1 
11@ = 2648.731 
12@ = 54.6875 
13@ = 130.0 
jump @GFAGNT_4999 

:GFAGNT_4905
10@ = -2291.708 
11@ = -233.0215 
12@ = 41.7185 
13@ = 360.0 
jump @GFAGNT_4999 

:GFAGNT_4952
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0.0 
jump @GFAGNT_4999 

:GFAGNT_4999
return 

:GFAGNT_5001
8@ += 1 
if 
  8@ >= 6 
else_jump @GFAGNT_5033 
8@ = 0 

:GFAGNT_5033
if 
08B4:   test $391 bit 25 
else_jump @GFAGNT_5084 
if 
07D6:   8@ == $GIRLFRIEND // @ == $ (int) 
else_jump @GFAGNT_5077 
08C0: clear $391 bit 25 

:GFAGNT_5077
jump @GFAGNT_5116 

:GFAGNT_5084
$GIRLFRIEND += 1 
if 
  $GIRLFRIEND >= 6 
else_jump @GFAGNT_5116 
$GIRLFRIEND = 0 

:GFAGNT_5116
return 

:GFAGNT_5118
gosub @GFAGNT_4354 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_5183 
08BA: set $391 bit 25 
3@ = 1 
return 

:GFAGNT_5183
3@ = -1 
return 

:GFAGNT_5192
gosub @GFAGNT_4701 
if 
   not 10@ == 0.0 
else_jump @GFAGNT_5320 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 80.0 80.0 10.0 
else_jump @GFAGNT_5320 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 8.0 8.0 10.0 
else_jump @GFAGNT_5320 
08BA: set $391 bit 25 
3@ = 1 
return 

:GFAGNT_5320
3@ = -1 
return 

:GFAGNT_5329
3@ = -1 
if and
08B4:   test $391 bit 11 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_5371 
3@ = 1 
return 

:GFAGNT_5371
if and
08B4:   test $391 bit 10 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_5406 
3@ = 1 
return 

:GFAGNT_5406
if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
else_jump @GFAGNT_5555 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_5477 
gosub @GFAGNT_9511 
jump @GFAGNT_5555 

:GFAGNT_5477
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_5509 
3@ = 23 

:GFAGNT_5509
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_5548 
3@ = -1 
return 
jump @GFAGNT_5555 

:GFAGNT_5548
gosub @GFAGNT_9511 

:GFAGNT_5555
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_5624 
3@ = -1 
return 
jump @GFAGNT_5633 

:GFAGNT_5624
3@ = 1 
return 

:GFAGNT_5633
return 

:GFAGNT_5635
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
else_jump @GFAGNT_5700 
if 
88B4:   not test $391 bit 26 
else_jump @GFAGNT_5693 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5693
jump @GFAGNT_5736 

:GFAGNT_5700
if 
88B4:   not test $391 bit 26 
else_jump @GFAGNT_5736 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5736
return 

:GFAGNT_5738
if 
08B4:   test $391 bit 26 
else_jump @GFAGNT_5785 
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_5785
return 

:GFAGNT_5787
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_6108 jumps 0 @GFAGNT_5850 1 @GFAGNT_5893 2 @GFAGNT_5936 3 @GFAGNT_5979 4 @GFAGNT_6022 5 @GFAGNT_6065 -1 @GFAGNT_6108 

:GFAGNT_5850
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 25 
else_jump @GFAGNT_5886 
03E5: show_text_box 'GF_H007'  // Denise really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 25 

:GFAGNT_5886
jump @GFAGNT_6108 

:GFAGNT_5893
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 26 
else_jump @GFAGNT_5929 
03E5: show_text_box 'GF_H008'  // Michelle really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 26 

:GFAGNT_5929
jump @GFAGNT_6108 

:GFAGNT_5936
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 27 
else_jump @GFAGNT_5972 
03E5: show_text_box 'GF_H009'  // Helena really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 27 

:GFAGNT_5972
jump @GFAGNT_6108 

:GFAGNT_5979
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 28 
else_jump @GFAGNT_6015 
03E5: show_text_box 'GF_H010'  // Barbara really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 28 

:GFAGNT_6015
jump @GFAGNT_6108 

:GFAGNT_6022
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 29 
else_jump @GFAGNT_6058 
03E5: show_text_box 'GF_H011'  // Katie really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 29 

:GFAGNT_6058
jump @GFAGNT_6108 

:GFAGNT_6065
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 30 
else_jump @GFAGNT_6101 
03E5: show_text_box 'GF_H012'  // Millie really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 30 

:GFAGNT_6101
jump @GFAGNT_6108 

:GFAGNT_6108
return 

:GFAGNT_6110
0871: init_jump_table $392 total_jumps 5 default_jump 0 @GFAGNT_6619 jumps 20 @GFAGNT_6173 21 @GFAGNT_6201 22 @GFAGNT_6321 23 @GFAGNT_6417 24 @GFAGNT_6475 -1 @GFAGNT_6619 -1 @GFAGNT_6619 

:GFAGNT_6173
gosub @GFAGNT_7074 
gosub @GFAGNT_9053 
gosub @GFAGNT_6621 
jump @GFAGNT_6619 

:GFAGNT_6201
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6314 
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6314 
if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_6281 
$392 = 22 
jump @GFAGNT_6314 

:GFAGNT_6281
if 
88B5:   not test $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 
else_jump @GFAGNT_6314 
gosub @GFAGNT_7074 
$392 = 20 

:GFAGNT_6314
jump @GFAGNT_6619 

:GFAGNT_6321
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6410 
if 
08B4:   test $391 bit 10 
else_jump @GFAGNT_6378 
gosub @GFAGNT_6740 
$392 = 23 
jump @GFAGNT_6410 

:GFAGNT_6378
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 2 
gosub @GFAGNT_9824 
gosub @GFAGNT_7074 
$392 = 20 

:GFAGNT_6410
jump @GFAGNT_6619 

:GFAGNT_6417
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6468 
0084: $GIRLFRIEND = $GIRL_DATED_NOW // (int) 
gosub @GFAGNT_6812 
$392 = 20 

:GFAGNT_6468
jump @GFAGNT_6619 

:GFAGNT_6475
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6612 
if 
08B4:   test $391 bit 10 
else_jump @GFAGNT_6569 
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_6555 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -100 
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 

:GFAGNT_6555
$392 = 20 
jump @GFAGNT_6612 

:GFAGNT_6569
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_6605 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -99 

:GFAGNT_6605
$392 = 20 

:GFAGNT_6612
jump @GFAGNT_6619 

:GFAGNT_6619
return 

:GFAGNT_6621
0209: 3@ = random_int_in_ranges 0 6 
if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
else_jump @GFAGNT_6738 
if 
  $GIRL_PROGRESS(3@,6i) > -15 
else_jump @GFAGNT_6738 
if and
   not $GIRL_PROGRESS(3@,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_6738 
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_6738
return 

:GFAGNT_6740
00BF: 5@ = current_time_hours, 6@ = current_time_minutes 
6@ = 31 
5@ += 5 
if 
  5@ > 23 
else_jump @GFAGNT_6810 
0085: 3@ = 5@ // (int) 
3@ -= 23 
5@ = 0 
005A: 5@ += 3@ // (int) 

:GFAGNT_6810
return 

:GFAGNT_6812
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_7072 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 3 
gosub @GFAGNT_9824 
if and
88FE:   not text_box_displayed 
  $GIRL_PROGRESS($GIRL_DATED_NOW,6i) > -15 
else_jump @GFAGNT_7072 
0871: init_jump_table $GIRL_DATED_NOW total_jumps 6 default_jump 0 @GFAGNT_7050 jumps 0 @GFAGNT_6942 1 @GFAGNT_6960 2 @GFAGNT_6978 3 @GFAGNT_6996 4 @GFAGNT_7014 5 @GFAGNT_7032 -1 @GFAGNT_7050 

:GFAGNT_6942
03E5: show_text_box 'GF_APP0'  // You missed your date with Denise. She won't be happy.
jump @GFAGNT_7050 

:GFAGNT_6960
03E5: show_text_box 'GF_APP1'  // You missed your date with Michelle. She won't be happy.
jump @GFAGNT_7050 

:GFAGNT_6978
03E5: show_text_box 'GF_APP2'  // You missed your date with Helena. She won't be happy.
jump @GFAGNT_7050 

:GFAGNT_6996
03E5: show_text_box 'GF_APP3'  // You missed your date with Barbara. She won't be happy.
jump @GFAGNT_7050 

:GFAGNT_7014
03E5: show_text_box 'GF_APP4'  // You missed your date with Katie. She won't be happy.
jump @GFAGNT_7050 

:GFAGNT_7032
03E5: show_text_box 'GF_APP5'  // You missed your date with Millie. She won't be happy.
jump @GFAGNT_7050 

:GFAGNT_7050
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRL_DATED_NOW 
$GIRL_DATED_NOW = -1 

:GFAGNT_7072
return 

:GFAGNT_7074
$GIRL_DATED_NOW = -1 
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRLFRIEND 
return 

:GFAGNT_7098
0209: 3@ = random_int_in_ranges 0 45 
if 
  3@ > 10 
else_jump @GFAGNT_7271 
if 
  3@ > 20 
else_jump @GFAGNT_7257 
if 
  3@ > 30 
else_jump @GFAGNT_7243 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 22 
else_jump @GFAGNT_7197 
3@ = 15 
jump @GFAGNT_7236 

:GFAGNT_7197
if 
  3@ > 35 
else_jump @GFAGNT_7229 
3@ = 12 
jump @GFAGNT_7236 

:GFAGNT_7229
3@ = 13 

:GFAGNT_7236
jump @GFAGNT_7250 

:GFAGNT_7243
3@ = 13 

:GFAGNT_7250
jump @GFAGNT_7264 

:GFAGNT_7257
3@ = 12 

:GFAGNT_7264
jump @GFAGNT_7278 

:GFAGNT_7271
3@ = 11 

:GFAGNT_7278
if 
08B4:   test $390 bit 27 
else_jump @GFAGNT_7310 
3@ = 11 
$390 = 0 

:GFAGNT_7310
if 
08B4:   test $390 bit 28 
else_jump @GFAGNT_7342 
3@ = 12 
$390 = 0 

:GFAGNT_7342
if 
08B4:   test $390 bit 29 
else_jump @GFAGNT_7374 
3@ = 13 
$390 = 0 

:GFAGNT_7374
if 
08B4:   test $390 bit 30 
else_jump @GFAGNT_7406 
3@ = 14 
$390 = 0 

:GFAGNT_7406
if 
08B4:   test $390 bit 31 
else_jump @GFAGNT_7438 
3@ = 15 
$390 = 0 

:GFAGNT_7438
return 

:GFAGNT_7440
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_8675 jumps 0 @GFAGNT_7503 1 @GFAGNT_7849 2 @GFAGNT_7989 3 @GFAGNT_8171 4 @GFAGNT_8353 5 @GFAGNT_8535 -1 @GFAGNT_8675 

:GFAGNT_7503
if or
   not Model.Available(#GANGRL3)
   not Model.Available(#MAC10)
else_jump @GFAGNT_7545 
Model.Load(#MAC10)
Model.Load(#GANGRL3)
wait 0 
jump @GFAGNT_7503 

:GFAGNT_7545
2@ = Actor.Create(CivFemale, #GANGRL3, 2402.39, -1712.899, 13.1402)
Actor.Angle(2@) = 180.0
Actor.GiveWeaponAndAmmo(2@, MicroUzi, 60)
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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 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@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 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_8675 

:GFAGNT_7849
if 
   not Model.Available(#MECGRL3)
else_jump @GFAGNT_7881 
Model.Load(#MECGRL3)
wait 0 
jump @GFAGNT_7849 

:GFAGNT_7881
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@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 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_8675 

:GFAGNT_7989
if 
   not Model.Available(#GUNGRL3)
else_jump @GFAGNT_8021 
Model.Load(#GUNGRL3)
wait 0 
jump @GFAGNT_7989 

:GFAGNT_8021
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 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 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@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 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_8675 

:GFAGNT_8171
if 
   not Model.Available(#COPGRL3)
else_jump @GFAGNT_8203 
Model.Load(#COPGRL3)
wait 0 
jump @GFAGNT_8171 

:GFAGNT_8203
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 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 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@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 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_8675 

:GFAGNT_8353
if 
   not Model.Available(#NURGRL3)
else_jump @GFAGNT_8385 
Model.Load(#NURGRL3)
wait 0 
jump @GFAGNT_8353 

:GFAGNT_8385
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 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 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@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 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_8675 

:GFAGNT_8535
if 
   not Model.Available(#CROGRL3)
else_jump @GFAGNT_8567 
Model.Load(#CROGRL3)
wait 0 
jump @GFAGNT_8535 

:GFAGNT_8567
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@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 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_8675 

:GFAGNT_8675
return 

:GFAGNT_8677
if 
08B4:   test $390 bit 2 
else_jump @GFAGNT_8789 
if and
  0 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > -15 
else_jump @GFAGNT_8757 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 0 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
jump @GFAGNT_8768 

:GFAGNT_8757
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 

:GFAGNT_8768
gosub @GFAGNT_9824 
0623: add 1 to_integer_stat 188 
jump @GFAGNT_8891 

:GFAGNT_8789
if 
08B4:   test $390 bit 8 
else_jump @GFAGNT_8866 
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_8859 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 
gosub @GFAGNT_9824 

:GFAGNT_8859
jump @GFAGNT_8891 

:GFAGNT_8866
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
gosub @GFAGNT_9824 
0623: add 1 to_integer_stat 185 

:GFAGNT_8891
if 
08B4:   test $390 bit 4 
else_jump @GFAGNT_8941 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
gosub @GFAGNT_9824 
0623: add 1 to_integer_stat 187 
jump @GFAGNT_8977 

:GFAGNT_8941
if 
08B4:   test $390 bit 3 
else_jump @GFAGNT_8977 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
gosub @GFAGNT_9824 

:GFAGNT_8977
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9044 
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_9044 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -99 

:GFAGNT_9044
$390 = 0 
return 

:GFAGNT_9053
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9148 
if 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
else_jump @GFAGNT_9148 
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_9148 
$392 = 24 
0084: $GIRL_DATED_NOW = $GIRLFRIEND // (int) 
return 

:GFAGNT_9148
return 

:GFAGNT_9150
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9310 jumps 0 @GFAGNT_9213 1 @GFAGNT_9235 2 @GFAGNT_9247 3 @GFAGNT_9264 4 @GFAGNT_9281 5 @GFAGNT_9298 -1 @GFAGNT_9310 

:GFAGNT_9213
Model.Destroy(#GANGRL3)
Model.Destroy(#MAC10)
065C: release_decision_maker $1230 
jump @GFAGNT_9310 

:GFAGNT_9235
Model.Destroy(#MECGRL3)
jump @GFAGNT_9310 

:GFAGNT_9247
Model.Destroy(#GUNGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9310 

:GFAGNT_9264
Model.Destroy(#COPGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9310 

:GFAGNT_9281
Model.Destroy(#NURGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9310 

:GFAGNT_9298
Model.Destroy(#CROGRL3)
jump @GFAGNT_9310 

:GFAGNT_9310
if 
08B4:   test $390 bit 6 
else_jump @GFAGNT_9340 
Actor.DestroyInstantly(2@)
jump @GFAGNT_9410 

:GFAGNT_9340
if 
08B4:   test $390 bit 22 
else_jump @GFAGNT_9370 
Actor.DestroyInstantly(2@)
jump @GFAGNT_9410 

:GFAGNT_9370
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9405 
Actor.RemoveReferences(2@)
jump @GFAGNT_9410 

:GFAGNT_9405
Actor.DestroyWithFade(2@)

:GFAGNT_9410
$1231 = 0 
if 
08B4:   test $390 bit 21 
else_jump @GFAGNT_9509 
07D0: 3@ = weekday 
3@ += 1 
if 
  3@ > 7 
else_jump @GFAGNT_9472 
3@ = 1 

:GFAGNT_9472
gosub @GFAGNT_9511 
3@ += 22 
08BC: set $383($GIRLFRIEND,6i) bit 3@ 
08BA: set $383($GIRLFRIEND,6i) bit 31 

:GFAGNT_9509
return 

:GFAGNT_9511
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_9601
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_9665 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @GFAGNT_9658 
3@ = 1 
jump @GFAGNT_9665 

:GFAGNT_9658
3@ = 0 

:GFAGNT_9665
return 

:GFAGNT_9667
08F8: display_stat_update_box 0 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9818 jumps 0 @GFAGNT_9734 1 @GFAGNT_9748 2 @GFAGNT_9762 3 @GFAGNT_9776 4 @GFAGNT_9790 5 @GFAGNT_9804 -1 @GFAGNT_9818 

:GFAGNT_9734
0629: change_integer_stat 252 to 0 
jump @GFAGNT_9818 

:GFAGNT_9748
0629: change_integer_stat 253 to 0 
jump @GFAGNT_9818 

:GFAGNT_9762
0629: change_integer_stat 254 to 0 
jump @GFAGNT_9818 

:GFAGNT_9776
0629: change_integer_stat 255 to 0 
jump @GFAGNT_9818 

:GFAGNT_9790
0629: change_integer_stat 256 to 0 
jump @GFAGNT_9818 

:GFAGNT_9804
0629: change_integer_stat 257 to 0 
jump @GFAGNT_9818 

:GFAGNT_9818
08F8: display_stat_update_box 1 
return 

:GFAGNT_9824
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_11153 jumps 0 @GFAGNT_9887 1 @GFAGNT_10098 2 @GFAGNT_10309 3 @GFAGNT_10520 4 @GFAGNT_10731 5 @GFAGNT_10942 -1 @GFAGNT_11153 

:GFAGNT_9887
0652: 9@ = integer_stat 252 
if 
001E:   $GIRL_PROGRESS[0] > 9@ // (int) 
else_jump @GFAGNT_9999 
if 
  $GIRL_PROGRESS[0] > 100 
else_jump @GFAGNT_9939 
$GIRL_PROGRESS[0] = 100 

:GFAGNT_9939
if 
  0 > $GIRL_PROGRESS[0] 
else_jump @GFAGNT_9971 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_9992 

:GFAGNT_9971
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 252 

:GFAGNT_9992
jump @GFAGNT_10091 

:GFAGNT_9999
if 
001F:   9@ > $GIRL_PROGRESS[0] // (int) 
else_jump @GFAGNT_10091 
if 
  $GIRL_PROGRESS[0] > 100 
else_jump @GFAGNT_10043 
$GIRL_PROGRESS[0] = 100 

:GFAGNT_10043
if 
  0 > $GIRL_PROGRESS[0] 
else_jump @GFAGNT_10075 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_10091 

:GFAGNT_10075
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0625: decrease_integer_stat 252 by 9@ 

:GFAGNT_10091
jump @GFAGNT_11153 

:GFAGNT_10098
0652: 9@ = integer_stat 253 
if 
001E:   $GIRL_PROGRESS[1] > 9@ // (int) 
else_jump @GFAGNT_10210 
if 
  $GIRL_PROGRESS[1] > 100 
else_jump @GFAGNT_10150 
$GIRL_PROGRESS[1] = 100 

:GFAGNT_10150
if 
  0 > $GIRL_PROGRESS[1] 
else_jump @GFAGNT_10182 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10203 

:GFAGNT_10182
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 253 

:GFAGNT_10203
jump @GFAGNT_10302 

:GFAGNT_10210
if 
001F:   9@ > $GIRL_PROGRESS[1] // (int) 
else_jump @GFAGNT_10302 
if 
  $GIRL_PROGRESS[1] > 100 
else_jump @GFAGNT_10254 
$GIRL_PROGRESS[1] = 100 

:GFAGNT_10254
if 
  0 > $GIRL_PROGRESS[1] 
else_jump @GFAGNT_10286 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10302 

:GFAGNT_10286
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0625: decrease_integer_stat 253 by 9@ 

:GFAGNT_10302
jump @GFAGNT_11153 

:GFAGNT_10309
0652: 9@ = integer_stat 254 
if 
001E:   $GIRL_PROGRESS[2] > 9@ // (int) 
else_jump @GFAGNT_10421 
if 
  $GIRL_PROGRESS[2] > 100 
else_jump @GFAGNT_10361 
$GIRL_PROGRESS[2] = 100 

:GFAGNT_10361
if 
  0 > $GIRL_PROGRESS[2] 
else_jump @GFAGNT_10393 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10414 

:GFAGNT_10393
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 254 

:GFAGNT_10414
jump @GFAGNT_10513 

:GFAGNT_10421
if 
001F:   9@ > $GIRL_PROGRESS[2] // (int) 
else_jump @GFAGNT_10513 
if 
  $GIRL_PROGRESS[2] > 100 
else_jump @GFAGNT_10465 
$GIRL_PROGRESS[2] = 100 

:GFAGNT_10465
if 
  0 > $GIRL_PROGRESS[2] 
else_jump @GFAGNT_10497 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10513 

:GFAGNT_10497
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0625: decrease_integer_stat 254 by 9@ 

:GFAGNT_10513
jump @GFAGNT_11153 

:GFAGNT_10520
0652: 9@ = integer_stat 255 
if 
001E:   $GIRL_PROGRESS[3] > 9@ // (int) 
else_jump @GFAGNT_10632 
if 
  $GIRL_PROGRESS[3] > 100 
else_jump @GFAGNT_10572 
$GIRL_PROGRESS[3] = 100 

:GFAGNT_10572
if 
  0 > $GIRL_PROGRESS[3] 
else_jump @GFAGNT_10604 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10625 

:GFAGNT_10604
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 255 

:GFAGNT_10625
jump @GFAGNT_10724 

:GFAGNT_10632
if 
001F:   9@ > $GIRL_PROGRESS[3] // (int) 
else_jump @GFAGNT_10724 
if 
  $GIRL_PROGRESS[3] > 100 
else_jump @GFAGNT_10676 
$GIRL_PROGRESS[3] = 100 

:GFAGNT_10676
if 
  0 > $GIRL_PROGRESS[3] 
else_jump @GFAGNT_10708 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10724 

:GFAGNT_10708
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0625: decrease_integer_stat 255 by 9@ 

:GFAGNT_10724
jump @GFAGNT_11153 

:GFAGNT_10731
0652: 9@ = integer_stat 256 
if 
001E:   $GIRL_PROGRESS[4] > 9@ // (int) 
else_jump @GFAGNT_10843 
if 
  $GIRL_PROGRESS[4] > 100 
else_jump @GFAGNT_10783 
$GIRL_PROGRESS[4] = 100 

:GFAGNT_10783
if 
  0 > $GIRL_PROGRESS[4] 
else_jump @GFAGNT_10815 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10836 

:GFAGNT_10815
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 256 

:GFAGNT_10836
jump @GFAGNT_10935 

:GFAGNT_10843
if 
001F:   9@ > $GIRL_PROGRESS[4] // (int) 
else_jump @GFAGNT_10935 
if 
  $GIRL_PROGRESS[4] > 100 
else_jump @GFAGNT_10887 
$GIRL_PROGRESS[4] = 100 

:GFAGNT_10887
if 
  0 > $GIRL_PROGRESS[4] 
else_jump @GFAGNT_10919 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10935 

:GFAGNT_10919
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0625: decrease_integer_stat 256 by 9@ 

:GFAGNT_10935
jump @GFAGNT_11153 

:GFAGNT_10942
0652: 9@ = integer_stat 257 
if 
001E:   $GIRL_PROGRESS[5] > 9@ // (int) 
else_jump @GFAGNT_11054 
if 
  $GIRL_PROGRESS[5] > 100 
else_jump @GFAGNT_10994 
$GIRL_PROGRESS[5] = 100 

:GFAGNT_10994
if 
  0 > $GIRL_PROGRESS[5] 
else_jump @GFAGNT_11026 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11047 

:GFAGNT_11026
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 257 

:GFAGNT_11047
jump @GFAGNT_11146 

:GFAGNT_11054
if 
001F:   9@ > $GIRL_PROGRESS[5] // (int) 
else_jump @GFAGNT_11146 
if 
  $GIRL_PROGRESS[5] > 100 
else_jump @GFAGNT_11098 
$GIRL_PROGRESS[5] = 100 

:GFAGNT_11098
if 
  0 > $GIRL_PROGRESS[5] 
else_jump @GFAGNT_11130 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11146 

:GFAGNT_11130
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0625: decrease_integer_stat 257 by 9@ 

:GFAGNT_11146
jump @GFAGNT_11153 

:GFAGNT_11153
return 

:GFAGNT_11155
if 
  0@ == 1 
else_jump @GFAGNT_11206 
if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
else_jump @GFAGNT_11206 
gosub @GFAGNT_9150 
gosub @GFAGNT_8677 

:GFAGNT_11206
0@ = 0 
4@ = -1 
3@ = 0 

:GFAGNT_11227
if 
08B6:   test $391 bit 3@ 
else_jump @GFAGNT_11254 
08C2: clear $391 bit 3@ 

:GFAGNT_11254
3@ += 1 
  3@ >= 6 
else_jump @GFAGNT_11227 
08F8: display_stat_update_box 1 
$GF_WAIT_TIME = 500 
return 
091A: NOP v$1221 
if 
8846:   not string v$1221 empty // v$ 
else_jump @GFAGNT_13466 
06D1: v$1225 = "DOCOOCHIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11356 
08BA: set $GIRLS_GIFTS_BITMASK bit 0 
091B: NOP 
return 

:GFAGNT_11356
06D1: v$1225 = "DOMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11403 
08BA: set $GIRLS_GIFTS_BITMASK bit 1 
091B: NOP 
return 

:GFAGNT_11403
06D1: v$1225 = "DOKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11447 
08BA: set $GIRLS_GIFTS_BITMASK bit 2 
091B: NOP 
return 

:GFAGNT_11447
06D1: v$1225 = "DOBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11493 
08BA: set $GIRLS_GIFTS_BITMASK bit 3 
091B: NOP 
return 

:GFAGNT_11493
06D1: v$1225 = "DOSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11537 
08BA: set $GIRLS_GIFTS_BITMASK bit 4 
091B: NOP 
return 

:GFAGNT_11537
06D1: v$1225 = "DOMILLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11582 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
091B: NOP 
return 

:GFAGNT_11582
06D1: v$1225 = "FASTDATE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11682 
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_11682
06D1: v$1225 = "GOCOOCHIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11757 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11753 
Actor.PutAt($PLAYER_ACTOR, 2405.212, -1720.688, 12.6365)

:GFAGNT_11753
091B: NOP 
return 

:GFAGNT_11757
06D1: v$1225 = "GOMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11833 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11829 
Actor.PutAt($PLAYER_ACTOR, -1788.0, 1202.0, 30.0)

:GFAGNT_11829
091B: NOP 
return 

:GFAGNT_11833
06D1: v$1225 = "GOKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11906 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11902 
Actor.PutAt($PLAYER_ACTOR, -371.4376, -1440.072, 24.7209)

:GFAGNT_11902
091B: NOP 
return 

:GFAGNT_11906
06D1: v$1225 = "GOBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11981 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11977 
Actor.PutAt($PLAYER_ACTOR, -1400.0, 2640.0, -100.0)

:GFAGNT_11977
091B: NOP 
return 

:GFAGNT_11981
06D1: v$1225 = "GOSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12054 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12050 
Actor.PutAt($PLAYER_ACTOR, -2570.511, 1139.582, 54.8547)

:GFAGNT_12050
091B: NOP 
return 

:GFAGNT_12054
06D1: v$1225 = "GOMILLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12128 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12124 
Actor.PutAt($PLAYER_ACTOR, 2028.347, 2736.969, 10.8603)

:GFAGNT_12124
091B: NOP 
return 

:GFAGNT_12128
06D1: v$1225 = "DATEFOOD" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12180 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 27 
091B: NOP 
return 

:GFAGNT_12180
06D1: v$1225 = "DATEDRIVE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12275 
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_12275
06D1: v$1225 = "DATEDANCE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12370 
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_12370
06D1: v$1225 = "DATESPANK" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12423 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 30 
091B: NOP 
return 

:GFAGNT_12423
06D1: v$1225 = "DATESHEDRIVES" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12487 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
$GIRL_PROGRESS[1] = 50 
08BA: set $390 bit 31 
091B: NOP 
return 

:GFAGNT_12487
06D1: v$1225 = "MEETMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12575 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12571 
Actor.PutAt($PLAYER_ACTOR, -2026.92, -99.9395, 34.1641)
Actor.Angle($PLAYER_ACTOR) = 180.0

:GFAGNT_12571
091B: NOP 
return 

:GFAGNT_12575
06D1: v$1225 = "MEETKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12667 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12663 
$LS_FINAL_TOTAL_PASSED_MISSIONS = 2 
Actor.PutAt($PLAYER_ACTOR, 243.9633, -161.2493, 0.5781)
Actor.Angle($PLAYER_ACTOR) = 291.5735

:GFAGNT_12663
091B: NOP 
return 

:GFAGNT_12667
06D1: v$1225 = "MEETBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12754 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12750 
Actor.PutAt($PLAYER_ACTOR, -1411.294, 2637.609, 54.6875)
Actor.Angle($PLAYER_ACTOR) = 348.9253

:GFAGNT_12750
091B: NOP 
return 

:GFAGNT_12754
06D1: v$1225 = "MEETSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12839 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12835 
Actor.PutAt($PLAYER_ACTOR, -2266.253, -155.7216, 34.3125)
Actor.Angle($PLAYER_ACTOR) = 85.0

:GFAGNT_12835
091B: NOP 
return 

:GFAGNT_12839
06D1: v$1225 = "GIMPSUIT" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12923 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12919 
Player.SetClothes($PLAYER_CHAR, "GIMPLEG", "GIMPLEG", Special)
Player.Build($PLAYER_CHAR)

:GFAGNT_12919
091B: NOP 
return 

:GFAGNT_12923
06D1: v$1225 = "TWOTIMING" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12976 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 25 
091B: NOP 
return 

:GFAGNT_12976
06D1: v$1225 = "ELEGANTMAN" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13058 
$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_13058
06D1: v$1225 = "SHOWENTRY" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13162 
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 Stop
091B: NOP 
return 

:GFAGNT_13162
06D1: v$1225 = "HIDEENTRY" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13253 
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
091B: NOP 
return 

:GFAGNT_13253
06D1: v$1225 = "UNCENSORED" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13300 
$GF_CENSORE_FLAG = 0 
091B: NOP 
return 

:GFAGNT_13300
06D1: v$1225 = "STATSUP" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13355 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 10 
gosub @GFAGNT_9824 
091B: NOP 
return 

:GFAGNT_13355
06D1: v$1225 = "STATSDOWN" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13412 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 10 
gosub @GFAGNT_9824 
091B: NOP 
return 

:GFAGNT_13412
06D1: v$1225 = "DUMPME" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13466 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -15 
gosub @GFAGNT_9824 
091B: NOP 
return 

:GFAGNT_13466
return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0662: printstring "D" 
0662: printstring s$404 
0663: printint "IGFIDX" $GIRLFRIEND 
0871: init_jump_table 0@ total_jumps 5 default_jump 1 @GFAGNT_13701 jumps 0 @GFAGNT_13606 1 @GFAGNT_13625 2 @GFAGNT_13644 3 @GFAGNT_13663 4 @GFAGNT_13682 -1 @GFAGNT_13730 -1 @GFAGNT_13730 

:GFAGNT_13606
0662: printstring "STATE0__" 
jump @GFAGNT_13730 

:GFAGNT_13625
0662: printstring "STATE1__" 
jump @GFAGNT_13730 

:GFAGNT_13644
0662: printstring "STATE2__" 
jump @GFAGNT_13730 

:GFAGNT_13663
0662: printstring "STATE3__" 
jump @GFAGNT_13730 

:GFAGNT_13682
0662: printstring "STATE4__" 
jump @GFAGNT_13730 

:GFAGNT_13701
0662: printstring "UNTRAPPED_STATE___" 
jump @GFAGNT_13730 

:GFAGNT_13730
0662: printstring "I__________________________I" 
return 

:NONAME_7
end_thread 

:R3
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 are_text_boxes_locked_to_any_thread 
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 
$63 = Actor.CurrentCar($PLAYER_ACTOR)
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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
$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:   are_text_boxes_locked_to_any_thread 
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~'TAXI DRIVER'
wait 0 
start_mission 12  // Ryder
$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:   are_text_boxes_locked_to_any_thread 
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~'TAXI DRIVER'
wait 0 
start_mission 12  // Ryder
$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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
$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:   are_text_boxes_locked_to_any_thread 
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  // PARAMEDIC
wait 0 
start_mission 13  // Tagging Up Turf
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:   are_text_boxes_locked_to_any_thread 
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  // PARAMEDIC
wait 0 
start_mission 13  // Tagging Up Turf
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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
$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:   are_text_boxes_locked_to_any_thread 
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~FIREFIGHTER
wait 0 
start_mission 14  // Cleaning The Hood
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:   are_text_boxes_locked_to_any_thread 
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~FIREFIGHTER
wait 0 
start_mission 14  // Cleaning The Hood
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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
$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:   are_text_boxes_locked_to_any_thread 
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  // BROWN THUNDER
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  // 'VICE SQUAD'
jump @R3_1963 

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

:R3_1963
wait 0 
start_mission 15  // Drive-Thru
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:   are_text_boxes_locked_to_any_thread 
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  // BROWN THUNDER
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  // 'VICE SQUAD'
jump @R3_2254 

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

:R3_2254
wait 0 
start_mission 15  // Drive-Thru
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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
$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:   are_text_boxes_locked_to_any_thread 
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  // 'Burglar'
wait 0 
start_mission 16  // Nines And AK's
$ONMISSION_BURGLARY = 1 
jump @R3_11 
jump @R3_2650 

:R3_2634
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~You can only trigger the burglary missions between 20:00 and 6:00.

: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:   are_text_boxes_locked_to_any_thread 
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  // 'Burglar'
wait 0 
start_mission 16  // Nines And AK's
$ONMISSION_BURGLARY = 1 
jump @R3_11 
jump @R3_2901 

:R3_2885
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~You can only trigger the burglary missions between 20:00 and 6:00.

: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 
$63 = Actor.CurrentCar($PLAYER_ACTOR)
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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
$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:   are_text_boxes_locked_to_any_thread 
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 17  // Drive-By
$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:   are_text_boxes_locked_to_any_thread 
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 17  // Drive-By
$160 = 1 
jump @R3_11 

:R3_3455
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BROADWAY)
else_jump @R3_3994 
$63 = Actor.CurrentCar($PLAYER_ACTOR)
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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
$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:   are_text_boxes_locked_to_any_thread 
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 18  // Sweet's Girl
$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:   are_text_boxes_locked_to_any_thread 
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 18  // Sweet's Girl
$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'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
03D5: remove_text 'ATUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
03D5: remove_text 'FTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
03D5: remove_text 'CTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
03D5: remove_text 'BTUTOR2'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
03D5: remove_text 'FTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
03D5: remove_text 'PTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
$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'  // The freight oddjob has been passed. You can replay it to make extra cash.
end_thread 
thread 'ENTEXT' 
0@ = -1 

:ENTEXT_18
if 
87D6:   not  0@ == $1012 // @ == $ (int) 
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 
$38 = 0 
if 
   Player.Defined($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 $390 bit 20 
else_jump @ENTEXT_212 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @ENTEXT_212 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ENTEXT_212 
$38 = 1 

:ENTEXT_212
return 

:ENTEXT_214
$TIME_FROM_LAST_CALL_GOT_FLAG = 0 
if 
   Player.Defined($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 $390 bit 20 
else_jump @ENTEXT_449 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @ENTEXT_449 
if 
   Player.Controllable($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 

:ENTEXT_451
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:ENTEXT_466
if 
fading 
else_jump @ENTEXT_490 
wait 0 
jump @ENTEXT_466 

:ENTEXT_490
return 

:NONAME_8
end_thread 

:SAVE
thread 'SAVE' 
$11223 = 2495.53 
$11222 = -1711.88 
$11221 = 1014.24 
$11220 = 1263.05 
$11219 = -773.67 
$11218 = 1091.39 
$11217 = 416.9548 
$11216 = 2538.813 
$11215 = 9.5077 
$11214 = 2367.192 
$11213 = -1121.518 
$11212 = 1050.382 
$11211 = 2320.103 
$11210 = -1009.116 
$11209 = 1049.718 
$11208 = 2342.873 
$11207 = -1063.939 
$11206 = 1048.523 
$11205 = 2186.014 
$11204 = -1203.834 
$11203 = 1048.523 
$11202 = 2313.369 
$11201 = -1208.744 
$11200 = 1048.523 
$11199 = 2253.397 
$11198 = -1208.449 
$11197 = 1048.523 
$11196 = 2244.533 
$11195 = -1077.663 
$11194 = 1048.523 
$11193 = 2203.382 
$11192 = -1077.59 
$11191 = 1049.976 
$11190 = 2234.024 
$11189 = -1110.717 
$11188 = 1050.39 
$11187 = 2278.139 
$11186 = -1139.583 
$11185 = 1050.398 
$11184 = -2037.89 
$11183 = -2526.96 
$11182 = 30.13 
$11181 = 877.81 
$11180 = -26.91 
$11179 = 62.69 
$11178 = -2026.481 
$11177 = 156.8028 
$11176 = 28.5391 
$11175 = -690.3776 
$11174 = 938.824 
$11173 = 13.7829 
$11172 = 2024.564 
$11171 = 996.4728 
$11170 = 10.3203 
$11169 = Pickup.Create(#PICKUPSAVE, 3, $11223, $11222, $11221)
$11168 = Pickup.Create(#PICKUPSAVE, 3, $11220, $11219, $11218)
$11167 = Pickup.Create(#PICKUPSAVE, 3, $11217, $11216, $11215)
$11166 = Pickup.Create(#PICKUPSAVE, 3, $11214, $11213, $11212)
$11165 = Pickup.Create(#PICKUPSAVE, 3, $11211, $11210, $11209)
$11164 = Pickup.Create(#PICKUPSAVE, 3, $11208, $11207, $11206)
$11163 = Pickup.Create(#PICKUPSAVE, 3, $11205, $11204, $11203)
$11162 = Pickup.Create(#PICKUPSAVE, 3, $11202, $11201, $11200)
$11161 = Pickup.Create(#PICKUPSAVE, 3, $11199, $11198, $11197)
$11160 = Pickup.Create(#PICKUPSAVE, 3, $11196, $11195, $11194)
$11159 = Pickup.Create(#PICKUPSAVE, 3, $11193, $11192, $11191)
$11158 = Pickup.Create(#PICKUPSAVE, 3, $11190, $11189, $11188)
$11157 = Pickup.Create(#PICKUPSAVE, 3, $11187, $11186, $11185)
$11156 = Pickup.Create(#PICKUPSAVE, 3, $11184, $11183, $11182)
$11155 = Pickup.Create(#PICKUPSAVE, 3, $11181, $11180, $11179)
$11154 = Pickup.Create(#PICKUPSAVE, 3, $11178, $11177, $11176)
$11153 = Pickup.Create(#PICKUPSAVE, 3, $11175, $11174, $11173)
$11152 = Pickup.Create(#PICKUPSAVE, 3, $11172, $11171, $11170)
wait 1000 

:SAVE_880
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SAVE_880 
if 
   Pickup.Picked_up($11169)
else_jump @SAVE_988 
$11151 = 2495.9 
$11150 = -1707.45 
$11149 = 1013.26 
$11148 = 0.0 
gosub @SAVE_2484 
$11169 = Pickup.Create(#PICKUPSAVE, 3, $11223, $11222, $11221)
jump @SAVE_880 

:SAVE_988
if 
   Pickup.Picked_up($11168)
else_jump @SAVE_1076 
$11151 = 1263.76 
$11150 = -776.59 
$11149 = 1090.89 
$11148 = 183.23 
gosub @SAVE_2484 
$11168 = Pickup.Create(#PICKUPSAVE, 3, $11220, $11219, $11218)
jump @SAVE_880 

:SAVE_1076
if 
   Pickup.Picked_up($11167)
else_jump @SAVE_1164 
$11151 = 418.0759 
$11150 = 2536.771 
$11149 = 9.0077 
$11148 = 269.2893 
gosub @SAVE_2484 
$11167 = Pickup.Create(#PICKUPSAVE, 3, $11217, $11216, $11215)
jump @SAVE_880 

:SAVE_1164
if 
   Pickup.Picked_up($11166)
else_jump @SAVE_1252 
$11151 = 2367.072 
$11150 = -1123.715 
$11149 = 1049.875 
$11148 = 183.259 
gosub @SAVE_2484 
$11166 = Pickup.Create(#PICKUPSAVE, 3, $11214, $11213, $11212)
jump @SAVE_880 

:SAVE_1252
if 
   Pickup.Picked_up($11165)
else_jump @SAVE_1340 
$11151 = 2320.103 
$11150 = -1013.375 
$11149 = 1049.211 
$11148 = 181.7957 
gosub @SAVE_2484 
$11165 = Pickup.Create(#PICKUPSAVE, 3, $11211, $11210, $11209)
jump @SAVE_880 

:SAVE_1340
if 
   Pickup.Picked_up($11164)
else_jump @SAVE_1428 
$11151 = 2339.254 
$11150 = -1063.86 
$11149 = 1048.023 
$11148 = 90.7733 
gosub @SAVE_2484 
$11164 = Pickup.Create(#PICKUPSAVE, 3, $11208, $11207, $11206)
jump @SAVE_880 

:SAVE_1428
if 
   Pickup.Picked_up($11163)
else_jump @SAVE_1516 
$11151 = 2189.818 
$11150 = -1203.83 
$11149 = 1048.031 
$11148 = 268.6874 
gosub @SAVE_2484 
$11163 = Pickup.Create(#PICKUPSAVE, 3, $11205, $11204, $11203)
jump @SAVE_880 

:SAVE_1516
if 
   Pickup.Picked_up($11162)
else_jump @SAVE_1604 
$11151 = 2310.853 
$11150 = -1210.975 
$11149 = 1048.023 
$11148 = 130.1776 
gosub @SAVE_2484 
$11162 = Pickup.Create(#PICKUPSAVE, 3, $11202, $11201, $11200)
jump @SAVE_880 

:SAVE_1604
if 
   Pickup.Picked_up($11161)
else_jump @SAVE_1692 
$11151 = 2256.7 
$11150 = -1211.388 
$11149 = 1048.023 
$11148 = 270.3929 
gosub @SAVE_2484 
$11161 = Pickup.Create(#PICKUPSAVE, 3, $11199, $11198, $11197)
jump @SAVE_880 

:SAVE_1692
if 
   Pickup.Picked_up($11160)
else_jump @SAVE_1780 
$11151 = 2241.069 
$11150 = -1077.736 
$11149 = 1048.031 
$11148 = 88.0268 
gosub @SAVE_2484 
$11160 = Pickup.Create(#PICKUPSAVE, 3, $11196, $11195, $11194)
jump @SAVE_880 

:SAVE_1780
if 
   Pickup.Picked_up($11159)
else_jump @SAVE_1868 
$11151 = 2207.852 
$11150 = -1075.324 
$11149 = 1049.476 
$11148 = 261.7253 
gosub @SAVE_2484 
$11159 = Pickup.Create(#PICKUPSAVE, 3, $11193, $11192, $11191)
jump @SAVE_880 

:SAVE_1868
if 
   Pickup.Picked_up($11158)
else_jump @SAVE_1956 
$11151 = 2233.231 
$11150 = -1107.852 
$11149 = 1049.89 
$11148 = 182.2496 
gosub @SAVE_2484 
$11158 = Pickup.Create(#PICKUPSAVE, 3, $11190, $11189, $11188)
jump @SAVE_880 

:SAVE_1956
if 
   Pickup.Picked_up($11157)
else_jump @SAVE_2044 
$11151 = 2281.524 
$11150 = -1139.37 
$11149 = 1049.898 
$11148 = 273.5033 
gosub @SAVE_2484 
$11157 = Pickup.Create(#PICKUPSAVE, 3, $11187, $11186, $11185)
jump @SAVE_880 

:SAVE_2044
if 
   Pickup.Picked_up($11156)
else_jump @SAVE_2132 
$11151 = -2039.78 
$11150 = -2529.1 
$11149 = 29.63 
$11148 = 21.23 
gosub @SAVE_2484 
$11156 = Pickup.Create(#PICKUPSAVE, 3, $11184, $11183, $11182)
jump @SAVE_880 

:SAVE_2132
if 
   Pickup.Picked_up($11155)
else_jump @SAVE_2220 
$11151 = 877.04 
$11150 = -30.16 
$11149 = 62.19 
$11148 = 66.85 
gosub @SAVE_2484 
$11155 = Pickup.Create(#PICKUPSAVE, 3, $11181, $11180, $11179)
jump @SAVE_880 

:SAVE_2220
if 
   Pickup.Picked_up($11154)
else_jump @SAVE_2308 
$11151 = -2021.036 
$11150 = 156.0674 
$11149 = 27.6521 
$11148 = 272.5815 
gosub @SAVE_2484 
$11154 = Pickup.Create(#PICKUPSAVE, 3, $11178, $11177, $11176)
jump @SAVE_880 

:SAVE_2308
if 
   Pickup.Picked_up($11153)
else_jump @SAVE_2396 
$11151 = -689.3663 
$11150 = 937.0852 
$11149 = 13.75 
$11148 = 180.0 
gosub @SAVE_2484 
$11153 = Pickup.Create(#PICKUPSAVE, 3, $11175, $11174, $11173)
jump @SAVE_880 

:SAVE_2396
if 
   Pickup.Picked_up($11152)
else_jump @SAVE_880 
$11151 = 2027.043 
$11150 = 996.0585 
$11149 = 9.9203 
$11148 = 275.516 
gosub @SAVE_2484 
$11152 = Pickup.Create(#PICKUPSAVE, 3, $11172, $11171, $11170)
jump @SAVE_880 

:SAVE_2484
if 
  $ONMISSION == 0 
else_jump @SAVE_2595 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
wait 350 
03D8: show_save_screen 

:SAVE_2523
if 
83D9:   not save_done 
else_jump @SAVE_2547 
wait 0 
jump @SAVE_2523 

:SAVE_2547
Actor.PutAt($PLAYER_ACTOR, $11151, $11150, $11149)
Actor.Angle($PLAYER_ACTOR) = $11148
Player.CanMove($PLAYER_CHAR) = True
$ONMISSION = 1 
wait 350 
$ONMISSION = 0 

:SAVE_2595
return 

//-------------Mission 0---------------
// Originally: Initial 1

:INITIAL
thread 'INITIAL' 
$1522 = 0 
06C8: enable_riot 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 
$1185 = 1 
$1909 = 1 
$FLAG_PLAYER_IN_CRANE = 0 
$1911 = 0 
$1912 = 0 
0776: create_objects_in_object_group "CARTER" 
$2659 = Object.Init(#MD_POSTER, 2167.82, -1518.193, 20.237)
Object.Angle($2659) = 0.0
Object.RemoveFromMissionCleanupList($2659)
$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 XYZ_rotation 15.0 0.0 $TEMPVAR_ANGLE 
Object.RemoveFromMissionCleanupList($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 XYZ_rotation 15.0 0.0 $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 XYZ_rotation 0.0 $2739 $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 
$2657 = 50 
$2658 = Object.Init(#TRDCSGRGDOOR_LVS, 1903.383, 967.62, 11.438)
Object.Angle($2658) = 0.0
Object.RemoveFromMissionCleanupList($2658)
$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)
$666 = 415.55 
$667 = 2533.57 
$668 = 19.18 
$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_car_generator #STUNT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 215.12 2466.1 16.52 angle 10.0 
014B: $PARKED_STUNT = init_car_generator #RUSTLER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 325.12 2537.1 17.52 angle 180.0 
014B: $PARKED_HUNTER = init_car_generator #HUNTER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 101 
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 
$1932 = 2000 
$1934 = 2000 
$1937 = 8000 
$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_car_generator #MARQUIS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.104 2445.776 0.0 angle 229.3771 
014B: $PARKED_SQUALO = init_car_generator #SQUALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2223.872 2409.866 0.0 angle 49.0555 
014B: $PARKED_JETMAX = init_car_generator #JETMAX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.76 1364.832 10.1203 angle 280.0355 
014B: $PARKED_FCR900 = init_car_generator #FCR900 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.999 1366.478 10.1203 angle 282.2258 
014B: $PARKED_NRG500 = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.467 1368.358 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 = 1 
$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 
$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 = -2026.81 
$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 
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #CZ75 type 15 ammo 16 at 2447.773 -1975.663 13.0 
09E2: $2765 = parked_car_generator_w_numberplate #GREENWOO colors 59 34 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "GROVE4L_" at $138 $139 $140 angle $141 
0A17: set_parked_car_generator $2765 to_player_owned 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
$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 
$X_STUNT_MISSION_NRG500 = -1696.531 
$Y_STUNT_MISSION_NRG500 = 77.7192 
$Z_STUNT_MISSION_NRG500 = 3.5547 
$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 = 1 
$VALET_UNIFORM_AVAILABLE = 1 
$CROUPIER_UNIFORM_AVAILABLE = 1 
$COP_UNIFORM_AVAILABLE = 1 
$RURAL_CLOTHES_AVAILABLE = 1 
$RACING_SUIT_AVAILABLE = 1 
$MEDIC_UNIFORM_AVAILABLE = 1 
$PIMP_SUIT_AVAILABLE = 1 
$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 
014B: $PARKED_BMX_GLEN_PARK = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 
014B: $2769 = init_car_generator #MTBIKE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2355 $2356 $2357 angle 206.39 
014C: set_parked_car_generator $2769 cars_to_generate_to 101 
014B: $PARKED_NRG500_EASTER_BASIN = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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: $2779 = init_car_generator #FAGGIO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2349 $2350 $2351 angle 183.4 
014C: set_parked_car_generator $2779 cars_to_generate_to 101 
014B: $2778 = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2346 $2347 $2348 angle 42.0 
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
014B: $2776 = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2343 $2344 $2345 angle 53.1 
014C: set_parked_car_generator $2776 cars_to_generate_to 101 
$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 
$1751 = 2644.441 
$1752 = -2012.558 
$1753 = 12.5469 
$X_DRIVING_SCHOOL = -2026.81 
$Y_DRIVING_SCHOOL = -114.9093 
$Z_DRIVING_SCHOOL = 1034.179 
$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 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_car_generator #HUSTLER color 83 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2408.156 -1719.463 13.6665 angle 0.5881 
014B: $PARKED_GIRLFRIEND_CARS[1] = init_car_generator #MONSTERB color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1778.178 1207.074 25.1194 angle 91.9357 
014B: $PARKED_GIRLFRIEND_CARS[3] = init_car_generator #COPCARRU color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1399.717 2628.59 55.7823 angle 271.7941 
014B: $PARKED_GIRLFRIEND_CARS[2] = init_car_generator #BANDITO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.5 -1443.115 25.7266 angle 88.9244 
014B: $PARKED_GIRLFRIEND_CARS[4] = init_car_generator #ROMERO color 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2572.04 1148.564 55.7333 angle 337.8434 
014B: $PARKED_GIRLFRIEND_CARS[5] = init_car_generator #CLUB color 126 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2028.446 2731.102 10.53 angle 268.994 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = parked_car_generator_w_numberplate #HUSTLER colors 83 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 colors 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 colors 126 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] to_player_owned 1 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] cars_to_generate_to 101 
$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 // = constant 
04AE: $3811[1] = 5409 // = constant 
04AE: $3811[2] = 5410 // = constant 
04AE: $3814[0] = 5405 // = constant 
04AE: $3814[1] = 5406 // = constant 
04AE: $3814[2] = 5407 // = constant 
04AE: $3817[0] = 5451 // = constant 
04AE: $3817[1] = 5452 // = constant 
04AE: $3820[0] = 5448 // = constant 
04AE: $3820[1] = 5449 // = constant 
04AE: $3820[2] = 5450 // = constant 
04AE: $3820[3] = 5462 // = constant 
04AE: $3820[4] = 5463 // = constant 
04AE: $3820[5] = 5464 // = constant 
04AE: $3826[0] = 5453 // = constant 
04AE: $3826[1] = 5454 // = constant 
04AE: $3828[0] = 5400 // = constant 
04AE: $3828[1] = 5401 // = constant 
04AE: $3830[0] = 5438 // = constant 
04AE: $3830[1] = 5439 // = constant 
04AE: $3830[2] = 5440 // = constant 
04AE: $3830[3] = 5441 // = constant 
04AE: $3830[4] = 5442 // = constant 
04AE: $3830[5] = 5443 // = constant 
04AE: $3830[6] = 5444 // = constant 
04AE: $3830[7] = 5445 // = constant 
04AE: $3830[8] = 5446 // = constant 
04AE: $3830[9] = 5447 // = constant 
04AE: $3830[10] = 5411 // = constant 
04AE: $3830[11] = 5412 // = constant 
04AE: $3830[12] = 5413 // = constant 
04AE: $3830[13] = 5414 // = constant 
04AE: $3830[14] = 5415 // = constant 
04AE: $3830[15] = 5416 // = constant 
04AE: $3830[16] = 5417 // = constant 
04AE: $3830[17] = 5418 // = constant 
04AE: $3830[18] = 5419 // = constant 
04AE: $3830[19] = 5420 // = constant 
04AE: $3830[20] = 5421 // = constant 
04AE: $3830[21] = 5422 // = constant 
04AE: $3830[22] = 5423 // = constant 
04AE: $3830[23] = 5424 // = constant 
04AE: $3830[24] = 5425 // = constant 
04AE: $3830[25] = 5426 // = constant 
04AE: $3830[26] = 5427 // = constant 
04AE: $3830[27] = 5428 // = constant 
04AE: $3830[28] = 5429 // = constant 
04AE: $3830[29] = 5430 // = constant 
04AE: $3830[30] = 5431 // = constant 
04AE: $3830[31] = 5432 // = constant 
04AE: $3830[32] = 5433 // = constant 
04AE: $3830[33] = 5434 // = constant 
04AE: $3830[34] = 5435 // = constant 
04AE: $3830[35] = 5436 // = constant 
04AE: $3830[36] = 5437 // = constant 
04AE: $3867[0] = 5402 // = constant 
04AE: $3867[1] = 5403 // = constant 
04AE: $3867[2] = 5404 // = constant 
04AE: $3870[0] = 43608 // = constant 
04AE: $3870[1] = 43609 // = constant 
04AE: $3870[2] = 43610 // = constant 
04AE: $3873[0] = 43605 // = constant 
04AE: $3873[1] = 43606 // = constant 
04AE: $3873[2] = 43607 // = constant 
04AE: $3876[0] = 43651 // = constant 
04AE: $3876[1] = 43652 // = constant 
04AE: $3879[0] = 43648 // = constant 
04AE: $3879[1] = 43649 // = constant 
04AE: $3879[2] = 43650 // = constant 
04AE: $3879[3] = 43662 // = constant 
04AE: $3879[4] = 43663 // = constant 
04AE: $3879[5] = 43664 // = constant 
04AE: $3885[0] = 43653 // = constant 
04AE: $3885[1] = 43654 // = constant 
04AE: $3887[0] = 43600 // = constant 
04AE: $3887[1] = 43601 // = constant 
04AE: $3889[0] = 43638 // = constant 
04AE: $3889[1] = 43639 // = constant 
04AE: $3889[2] = 43640 // = constant 
04AE: $3889[3] = 43641 // = constant 
04AE: $3889[4] = 43642 // = constant 
04AE: $3889[5] = 43643 // = constant 
04AE: $3889[6] = 43644 // = constant 
04AE: $3889[7] = 43645 // = constant 
04AE: $3889[8] = 43646 // = constant 
04AE: $3889[9] = 43647 // = constant 
04AE: $3889[10] = 43611 // = constant 
04AE: $3889[11] = 43612 // = constant 
04AE: $3889[12] = 43613 // = constant 
04AE: $3889[13] = 43614 // = constant 
04AE: $3889[14] = 43615 // = constant 
04AE: $3889[15] = 43616 // = constant 
04AE: $3889[16] = 43617 // = constant 
04AE: $3889[17] = 43618 // = constant 
04AE: $3889[18] = 43619 // = constant 
04AE: $3889[19] = 43620 // = constant 
04AE: $3889[20] = 43621 // = constant 
04AE: $3889[21] = 43622 // = constant 
04AE: $3889[22] = 43623 // = constant 
04AE: $3889[23] = 43624 // = constant 
04AE: $3889[24] = 43625 // = constant 
04AE: $3889[25] = 43626 // = constant 
04AE: $3889[26] = 43627 // = constant 
04AE: $3889[27] = 43628 // = constant 
04AE: $3889[28] = 43629 // = constant 
04AE: $3889[29] = 43630 // = constant 
04AE: $3889[30] = 43631 // = constant 
04AE: $3889[31] = 43632 // = constant 
04AE: $3889[32] = 43633 // = constant 
04AE: $3889[33] = 43634 // = constant 
04AE: $3889[34] = 43635 // = constant 
04AE: $3889[35] = 43636 // = constant 
04AE: $3889[36] = 43637 // = constant 
04AE: $3926[0] = 43602 // = constant 
04AE: $3926[1] = 43603 // = constant 
04AE: $3926[2] = 43604 // = constant 
0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 2460.176 -2567.911 18.8162 radius 2.5 2.5 3.65 in_air_goal 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 in_air_goal 1833.612 -2372.384 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 -2514.476 16.1769 radius 2.5 2.34 2.77 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -249.6904 2575.325 66.1194 radius 12.66 5.21 9.68 camera -256.2141 2555.206 64.5246 reward 500 
0814: define_unique_jump_start -871.5031 2308.79 164.5739 radius 3.39 2.87 4.86 in_air_goal -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 in_air_goal 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 2170.946 2402.609 62.2905 radius 2.78 3.59 3.62 in_air_goal 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 in_air_goal 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 1364.378 14.5734 radius 5.16 2.72 6.0 in_air_goal 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 in_air_goal 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 in_air_goal 1482.875 2077.978 23.8776 radius 3.284 4.09 7.07 camera 1489.124 2065.024 20.6514 reward 500 
0814: define_unique_jump_start 1976.397 2593.686 17.2126 radius 3.67 2.0 5.44 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal -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 in_air_goal 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 in_air_goal -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 -2800.778 22.0541 radius 5.81 13.66 5.57 in_air_goal -2255.133 -2800.778 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 in_air_goal 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 in_air_goal -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 in_air_goal 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 in_air_goal 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 in_air_goal -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 in_air_goal -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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal -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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 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 in_air_goal 710.0014 -1132.988 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 in_air_goal 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 in_air_goal 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 in_air_goal 2009.261 -2677.517 20.8946 radius 1.93 16.5499 11.26 camera 2036.566 -2685.28 13.2053 reward 500 
0814: define_unique_jump_start 586.0102 -1773.769 15.2312 radius 2.0 2.27 1.78 in_air_goal 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 in_air_goal 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 2176.132 2268.196 13.4683 radius 2.286 1.934 1.938 in_air_goal 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 in_air_goal -2213.773 -327.8282 44.6738 radius 10.374 3.04 5.93 camera -2215.977 -325.7729 42.5119 reward 500 
112@ = Pickup.Create(#JETPACK, 15, 431.045, 2537.78, 16.2463)
032B: $6537 = create_weapon_pickup #SPRAYCAN type 15 ammo 1000 at 2495.505 -1700.824 1017.8 
032B: $803 = create_weapon_pickup #AK74U type 15 ammo 120 at 2499.39 -1707.463 1014.25 
032B: $804 = create_weapon_pickup #GLOCK18C type 15 ammo 120 at 2499.514 -1709.64 1014.25 
032B: $805 = create_weapon_pickup #SAWN_OFF type 15 ammo 60 at 2493.491 -1708.237 1014.932 
032B: $806 = create_weapon_pickup #MOLOTOV type 15 ammo 20 at 2493.553 -1706.863 1015.132 
032B: $807 = create_weapon_pickup #SNIPER type 15 ammo 60 at -2035.773 139.4337 28.3359 
032B: $808 = create_weapon_pickup #MAC10 type 15 ammo 120 at -2038.43 139.6281 28.3359 
032B: $809 = create_weapon_pickup #CHROMEGUN type 15 ammo 120 at -2038.664 137.4694 28.3359 
032B: $810 = create_weapon_pickup #GRENADE type 15 ammo 20 at -2035.474 137.2511 28.3359 
032B: $811 = create_weapon_pickup #RUGER type 15 ammo 60 at 2021.879 1001.467 10.3203 
032B: $812 = create_weapon_pickup #M4A1 type 15 ammo 120 at 2025.286 1001.496 10.3203 
032B: $813 = create_weapon_pickup #SAIGA type 15 ammo 120 at 2021.327 1013.349 10.3203 
032B: $814 = create_weapon_pickup #SATCHEL type 15 ammo 20 at 2023.775 1013.527 10.5203 
014B: $LEVIATHAN_PARKED = init_car_generator #LEVIATHN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 383.178 2538.891 16.53 angle 180.0 
014C: set_parked_car_generator $LEVIATHAN_PARKED cars_to_generate_to 101 
014B: $2807 = init_car_generator #FIRELA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #FIRETRUK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #FIRETRUK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1763.824 2075.756 9.9093 angle 179.4753 
014C: set_parked_car_generator $2809 cars_to_generate_to 101 
014B: $2810 = init_car_generator #FIRETRUK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #AMBULAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #AMBULAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #AMBULAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #AMBULAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #AMBULAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #AMBULAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #BUFFALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 886.3782 -25.6671 63.244 angle 157.6212 
014C: set_parked_car_generator $2817 cars_to_generate_to 101 
014B: $2759 = init_car_generator #DUMPER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #DOZER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2486.046 59.184 24.8284 angle 180.0 
014C: set_parked_car_generator $2761 cars_to_generate_to 101 
014B: $2775 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2596.747 1444.245 10.3203 angle 178.2712 
014C: set_parked_car_generator $2773 cars_to_generate_to 101 
290@ = Pickup.Create(#FLOWERA, 15, 2025.24, 661.6, 10.93)
291@ = Pickup.Create(#FLOWERA, 15, 2181.82, 1484.97, 11.36)
292@ = Pickup.Create(#FLOWERA, 15, 2197.02, 2476.33, 11.0)
293@ = Pickup.Create(#FLOWERA, 15, 2212.0, 2526.0, 10.81)
294@ = Pickup.Create(#FLOWERA, 15, 2715.79, 1109.47, 6.7)
295@ = Pickup.Create(#FLOWERA, 15, 2489.25, 918.28, 11.02)
296@ = Pickup.Create(#FLOWERA, 15, 1472.08, 1890.09, 10.81)
297@ = Pickup.Create(#BODYARMOUR, 15, 2097.0, 2154.0, 14.0)
298@ = Pickup.Create(#BODYARMOUR, 15, 2435.0, 1663.0, 16.0)
299@ = Pickup.Create(#BODYARMOUR, 15, 2500.0, 925.0, 11.0)
300@ = Pickup.Create(#BODYARMOUR, 15, 2106.0, 1004.0, 11.0)
301@ = Pickup.Create(#BODYARMOUR, 15, 1531.0, 925.0, 11.0)
302@ = Pickup.Create(#BODYARMOUR, 15, 1433.0, 1852.0, 10.8)
303@ = Pickup.Create(#BODYARMOUR, 15, 1000.0, 1068.0, 11.0)
304@ = Pickup.Create(#BODYARMOUR, 15, 1269.0, 1352.0, 11.0)
305@ = Pickup.Create(#BODYARMOUR, 15, 2294.0, 547.0, 1.0)
306@ = Pickup.Create(#BODYARMOUR, 15, 2543.0, -1625.0, 12.0)
307@ = Pickup.Create(#BODYARMOUR, 15, 2339.0, -1944.0, 13.0)
308@ = Pickup.Create(#BODYARMOUR, 15, 2767.0, -1192.0, 69.0)
309@ = Pickup.Create(#BODYARMOUR, 15, 2112.0, -1990.0, 14.0)
310@ = Pickup.Create(#BODYARMOUR, 15, 2544.0, -1120.0, 62.0)
311@ = Pickup.Create(#BODYARMOUR, 15, 1562.0, -1888.0, 14.0)
312@ = Pickup.Create(#BODYARMOUR, 15, 1086.0, -1806.0, 17.0)
313@ = Pickup.Create(#BODYARMOUR, 15, 253.0, 80.0, 1004.0)
314@ = Pickup.Create(#BODYARMOUR, 15, 1759.0, -2242.0, 1.0)
315@ = Pickup.Create(#BODYARMOUR, 15, -2650.0, -198.0, 4.0)
316@ = Pickup.Create(#BODYARMOUR, 15, -2285.0, -24.0, 35.0)
317@ = Pickup.Create(#BODYARMOUR, 15, -1863.0, 112.0, 15.0)
318@ = Pickup.Create(#BODYARMOUR, 15, -1574.0, 1268.0, 1.27)
319@ = Pickup.Create(#BODYARMOUR, 15, -2916.0, 992.0, 8.0)
320@ = Pickup.Create(#BODYARMOUR, 15, -2513.0, 770.0, 35.0)
321@ = Pickup.Create(#BODYARMOUR, 15, -1394.0, -373.0, 6.0)
322@ = Pickup.Create(#BODYARMOUR, 15, -2303.0, -1606.0, 484.0)
323@ = Pickup.Create(#BODYARMOUR, 15, -2092.0, -2330.0, 31.0)
324@ = Pickup.Create(#BODYARMOUR, 15, -2260.0, 2568.0, 6.0)
325@ = Pickup.Create(#BODYARMOUR, 15, -902.0, 2689.0, 42.0)
326@ = Pickup.Create(#BODYARMOUR, 15, -317.0, 2651.0, 67.0)
327@ = Pickup.Create(#BODYARMOUR, 15, 1325.0, 190.0, 19.0)
328@ = Pickup.Create(#BODYARMOUR, 15, 2487.0, 139.0, 27.0)
329@ = Pickup.Create(#BODYARMOUR, 15, 761.0, 380.0, 23.0)
330@ = Pickup.Create(#BODYARMOUR, 15, -51.0, -232.0, 7.0)
331@ = Pickup.Create(#BODYARMOUR, 15, 252.0, 2616.0, 17.0)
332@ = Pickup.Create(#BODYARMOUR, 15, 212.0, 1807.0, 22.0)
333@ = Pickup.Create(#BODYARMOUR, 15, 1291.76, -803.4566, 1089.93)
334@ = Pickup.Create(#BODYARMOUR, 15, 1715.12, -1673.51, 20.22)
335@ = Pickup.Create(#BODYARMOUR, 15, 943.012, -939.8284, 57.7345)
336@ = Pickup.Create(#BODYARMOUR, 15, 275.169, 1859.699, 9.81)
337@ = Pickup.Create(#BODYARMOUR, 3, 1268.34, -804.33, 1084.01)
338@ = Pickup.Create(#BODYARMOUR, 15, 263.52, 83.14, 1001.039)
339@ = Pickup.Create(#BODYARMOUR, 15, 264.2632, 117.0737, 1008.812)
340@ = Pickup.Create(#BODYARMOUR, 15, 245.0618, 195.9429, 1008.172)
341@ = Pickup.Create(#BODYARMOUR, 15, 215.8489, 126.0831, 1003.226)
342@ = Pickup.Create(#BODYARMOUR, 15, 2125.493, -2275.037, 20.5202)
344@ = Pickup.Create(#BODYARMOUR, 15, 2230.45, -2286.004, 14.3751)
345@ = Pickup.Create(#BRIBE, 15, 2743.0, 1316.0, 8.0)
346@ = Pickup.Create(#BRIBE, 15, 2168.66, 2267.96, 15.34)
347@ = Pickup.Create(#BRIBE, 15, 2408.0, 1389.0, 22.0)
348@ = Pickup.Create(#BRIBE, 15, 2034.0, 842.0, 10.0)
349@ = Pickup.Create(#BRIBE, 15, 2096.0, 1287.0, 10.8)
350@ = Pickup.Create(#BRIBE, 15, 1987.0, 1543.0, 16.0)
351@ = Pickup.Create(#BRIBE, 15, 1854.0, 912.0, 10.8)
352@ = Pickup.Create(#BRIBE, 15, 2540.38, 2527.85, 10.39)
353@ = Pickup.Create(#BRIBE, 15, 1548.02, 1024.47, 10.39)
354@ = Pickup.Create(#BRIBE, 15, 1592.91, 2053.83, 10.26)
355@ = Pickup.Create(#BRIBE, 15, 1971.29, 2330.26, 10.41)
356@ = Pickup.Create(#BRIBE, 15, 1700.74, 1792.7, 10.41)
357@ = Pickup.Create(#BRIBE, 15, 2581.0, -1491.0, 24.0)
358@ = Pickup.Create(#BRIBE, 15, 2296.0, -1696.0, 14.0)
359@ = Pickup.Create(#BRIBE, 15, 2273.0, -1099.0, 38.0)
360@ = Pickup.Create(#BRIBE, 15, 2716.0, -1048.0, 66.0)
361@ = Pickup.Create(#BRIBE, 15, 2614.0, -2496.0, 33.0)
362@ = Pickup.Create(#BRIBE, 15, 1183.85, -1250.68, 14.7)
363@ = Pickup.Create(#BRIBE, 15, 1970.0, -1158.0, 21.0)
364@ = Pickup.Create(#BRIBE, 15, 734.0, -1137.0, 18.0)
365@ = Pickup.Create(#BRIBE, 15, 2553.76, -2464.31, 13.62)
366@ = Pickup.Create(#BRIBE, 15, 1204.06, -1613.89, 13.28)
367@ = Pickup.Create(#BRIBE, 15, 611.21, -1459.63, 14.01)
368@ = Pickup.Create(#BRIBE, 15, 1116.67, -719.91, 100.17)
369@ = Pickup.Create(#BRIBE, 15, -1903.1, -466.44, 25.18)
370@ = Pickup.Create(#BRIBE, 15, -2657.0, -144.0, 4.0)
371@ = Pickup.Create(#BRIBE, 15, -2454.0, -166.0, 35.0)
372@ = Pickup.Create(#BRIBE, 15, -2009.0, 1227.0, 32.0)
373@ = Pickup.Create(#BRIBE, 15, -2120.0, 96.39, 39.0)
374@ = Pickup.Create(#BRIBE, 15, -2411.0, -334.0, 37.0)
375@ = Pickup.Create(#BRIBE, 15, -1690.0, 450.0, 13.0)
376@ = Pickup.Create(#BRIBE, 15, -1991.26, -1144.13, 29.69)
377@ = Pickup.Create(#BRIBE, 15, -2636.13, -492.83, 70.09)
378@ = Pickup.Create(#BRIBE, 15, -2022.68, 345.98, 35.17)
379@ = Pickup.Create(#BRIBE, 15, -2683.2, 784.13, 49.98)
380@ = Pickup.Create(#BRIBE, 15, -1820.67, -154.12, 9.4)
381@ = Pickup.Create(#BRIBE, 15, -736.0, 66.0, 24.0)
382@ = Pickup.Create(#BRIBE, 15, 262.33, -149.12, 1.58)
383@ = Pickup.Create(#BRIBE, 15, 1643.0, 264.0, 20.0)
384@ = Pickup.Create(#BRIBE, 15, 601.98, 2150.38, 39.41)
385@ = Pickup.Create(#BRIBE, 15, -1407.0, -2039.0, 1.0)
386@ = Pickup.Create(#BRIBE, 15, -2156.0, -2371.0, 31.0)
387@ = Pickup.Create(#BRIBE, 15, -419.25, 1362.36, 12.21)
389@ = Pickup.Create(#BRIBE, 15, 629.04, 2842.83, 25.21)
390@ = Pickup.Create(#BRIBE, 15, 690.49, -209.59, 25.6)
391@ = Pickup.Create(#BRIBE, 15, 88.82, -125.1, 0.85)
392@ = Pickup.Create(#BRIBE, 15, 215.69, 1089.1, 16.4)
393@ = Pickup.Create(#BRIBE, 15, -2305.24, 2310.11, 4.98)
394@ = Pickup.Create(#BRIBE, 15, -213.61, 2717.44, 62.68)
0570: 167@ = create_asset_radar_marker_with_icon 54 at 2228.0 -1722.811 12.5543 
018B: set_marker 167@ radar_mode 2 
0570: 168@ = create_asset_radar_marker_with_icon 54 at 1964.0 2294.811 16.55 
018B: set_marker 168@ radar_mode 2 
0570: 169@ = create_asset_radar_marker_with_icon 54 at -2268.0 -156.811 35.55 
018B: set_marker 169@ radar_mode 2 
0570: 170@ = create_asset_radar_marker_with_icon 33 at $1742 $1743 $1744 
018B: set_marker 170@ radar_mode 2 
0570: 171@ = create_asset_radar_marker_with_icon 33 at $1745 $1746 $1747 
018B: set_marker 171@ radar_mode 2 
0570: 172@ = create_asset_radar_marker_with_icon 33 at $1748 $1749 $1750 
018B: set_marker 172@ radar_mode 2 
0570: 173@ = create_asset_radar_marker_with_icon 27 at -2728.5 212.2 3.4 
018B: set_marker 173@ radar_mode 2 
0570: 174@ = create_asset_radar_marker_with_icon 27 at 2382.2 1044.0 9.8 
018B: set_marker 174@ radar_mode 2 
0570: 175@ = create_asset_radar_marker_with_icon 27 at -1941.0 251.7 33.4 
018B: set_marker 175@ radar_mode 2 
0570: 176@ = create_asset_radar_marker_with_icon 27 at 2644.252 -2028.246 12.5 
018B: set_marker 176@ radar_mode 2 
0570: 177@ = create_asset_radar_marker_with_icon 27 at 1043.4 -1025.3 34.4 
018B: set_marker 177@ radar_mode 2 
0570: 246@ = create_asset_radar_marker_with_icon 7 at 2070.27 -1791.092 17.1484 
018B: set_marker 246@ radar_mode 2 
0570: 247@ = create_asset_radar_marker_with_icon 7 at 822.6 -1590.3 13.5 
018B: set_marker 247@ radar_mode 2 
0570: 248@ = create_asset_radar_marker_with_icon 7 at -2570.1 245.4 10.3 
018B: set_marker 248@ radar_mode 2 
0570: 249@ = create_asset_radar_marker_with_icon 7 at 2726.6 -2026.4 17.5 
018B: set_marker 249@ radar_mode 2 
0570: 250@ = create_asset_radar_marker_with_icon 7 at 2080.3 2119.0 10.8 
018B: set_marker 250@ radar_mode 2 
0570: 251@ = create_asset_radar_marker_with_icon 7 at 675.7 -496.6 16.8 
018B: set_marker 251@ radar_mode 2 
0570: 252@ = create_asset_radar_marker_with_icon 39 at 1971.7 -2036.6 13.5 
018B: set_marker 252@ radar_mode 2 
0570: 253@ = create_asset_radar_marker_with_icon 39 at 2071.6 -1779.9 13.5 
018B: set_marker 253@ radar_mode 2 
0570: 254@ = create_asset_radar_marker_with_icon 39 at 2094.6 2119.0 10.8 
018B: set_marker 254@ radar_mode 2 
0570: 255@ = create_asset_radar_marker_with_icon 39 at -2490.5 -40.1 39.3 
018B: set_marker 255@ radar_mode 2 
0570: 232@ = create_asset_radar_marker_with_icon 45 at 1458.7 -1140.0 24.2 
018B: set_marker 232@ radar_mode 2 
0570: 231@ = create_asset_radar_marker_with_icon 45 at -1886.1 862.4 35.2 
018B: set_marker 231@ radar_mode 2 
0570: 230@ = create_asset_radar_marker_with_icon 45 at 2574.3 1901.7 11.0 
018B: set_marker 230@ radar_mode 2 
0570: 229@ = create_asset_radar_marker_with_icon 45 at 2090.5 2221.0 11.0 
018B: set_marker 229@ radar_mode 2 
0570: 228@ = create_asset_radar_marker_with_icon 45 at 457.2 -1500.7 31.3 
018B: set_marker 228@ radar_mode 2 
0570: 227@ = create_asset_radar_marker_with_icon 45 at 2795.2 2424.6 11.0 
018B: set_marker 227@ radar_mode 2 
0570: 226@ = create_asset_radar_marker_with_icon 45 at -1692.9 952.8 26.3 
018B: set_marker 226@ radar_mode 2 
0570: 225@ = create_asset_radar_marker_with_icon 45 at -2376.4 909.2 45.4 
018B: set_marker 225@ radar_mode 2 
0570: 224@ = create_asset_radar_marker_with_icon 45 at 1654.0 1733.4 11.0 
018B: set_marker 224@ radar_mode 2 
0570: 223@ = create_asset_radar_marker_with_icon 45 at 2105.7 2257.4 11.0 
018B: set_marker 223@ radar_mode 0 
0570: 222@ = create_asset_radar_marker_with_icon 45 at -2371.1 910.2 47.2 
018B: set_marker 222@ radar_mode 2 
0570: 221@ = create_asset_radar_marker_with_icon 45 at 501.7 -1358.5 16.4 
018B: set_marker 221@ radar_mode 2 
0570: 220@ = create_asset_radar_marker_with_icon 45 at 2818.6 2401.5 11.0 
018B: set_marker 220@ radar_mode 2 
0570: 219@ = create_asset_radar_marker_with_icon 45 at 2112.8 -1214.7 23.9 
018B: set_marker 219@ radar_mode 2 
0570: 218@ = create_asset_radar_marker_with_icon 45 at 2772.0 2447.6 11.0 
018B: set_marker 218@ radar_mode 2 
0570: 217@ = create_asset_radar_marker_with_icon 45 at -2489.0 -26.9 32.6 
018B: set_marker 217@ radar_mode 2 
0570: 216@ = create_asset_radar_marker_with_icon 45 at 451.9 -1480.0 30.9 
018B: set_marker 216@ radar_mode 2 
0570: 215@ = create_asset_radar_marker_with_icon 45 at 2243.807 -1668.567 20.0313 
018B: set_marker 215@ radar_mode 2 
260@ = Marker.CreateIconWithoutSphere(63, 488.0, -1734.0, 34.4)
261@ = Marker.CreateIconWithoutSphere(63, 720.016, -454.625, 15.328)
262@ = Marker.CreateIconWithoutSphere(63, -1420.547, 2583.945, 58.031)
263@ = Marker.CreateIconWithoutSphere(63, 1966.532, 2162.65, 10.995)
264@ = Marker.CreateIconWithoutSphere(63, -2425.46, 1020.83, 49.39)
265@ = Marker.CreateIconWithoutSphere(63, 1021.8, -1018.7, 30.9)
266@ = Marker.CreateIconWithoutSphere(63, -1908.9, 292.3, 40.0)
267@ = Marker.CreateIconWithoutSphere(63, -103.6, 1112.4, 18.7)
268@ = Marker.CreateIconWithoutSphere(63, 2067.4, -1831.2, 13.5)
269@ = Marker.CreateIconWithoutSphere(6, 1372.9, -1278.8, 12.5)
270@ = Marker.CreateIconWithoutSphere(6, 2400.5, -1978.4, 13.5)
271@ = Marker.CreateIconWithoutSphere(6, -2626.6, 209.4, 4.9)
272@ = Marker.CreateIconWithoutSphere(6, 2535.9, 2083.5, 10.8)
273@ = Marker.CreateIconWithoutSphere(6, 2156.5, 943.2, 10.8)
274@ = Marker.CreateIconWithoutSphere(6, 779.7, 1874.3, 4.9)
275@ = Marker.CreateIconWithoutSphere(6, -2092.7, -2463.8, 30.6)
276@ = Marker.CreateIconWithoutSphere(6, 240.0, -178.2, 2.0)
277@ = Marker.CreateIconWithoutSphere(6, -1509.4, 2611.8, 58.5)
278@ = Marker.CreateIconWithoutSphere(6, -315.67, 829.87, 13.43)
279@ = Marker.CreateIconWithoutSphere(6, 2332.9, 63.6, 31.0)
214@ = Marker.CreateIconWithoutSphere(14, 2397.8, -1895.6, 13.7)
213@ = Marker.CreateIconWithoutSphere(14, 2421.6, -1509.6, 24.1)
212@ = Marker.CreateIconWithoutSphere(14, -2671.6, 257.4, 4.6)
211@ = Marker.CreateIconWithoutSphere(14, 2392.4, 2046.5, 10.8)
210@ = Marker.CreateIconWithoutSphere(14, 2844.5, 2401.1, 11.0)
209@ = Marker.CreateIconWithoutSphere(14, 2635.5, 1674.3, 11.0)
208@ = Marker.CreateIconWithoutSphere(14, 2105.7, 2228.7, 11.0)
207@ = Marker.CreateIconWithoutSphere(14, -2154.0, -2461.2, 30.8)
206@ = Marker.CreateIconWithoutSphere(14, -1816.2, 620.8, 37.5)
205@ = Marker.CreateIconWithoutSphere(14, -1216.0, 1831.4, 45.3)
204@ = Marker.CreateIconWithoutSphere(14, 172.73, 1176.76, 13.7)
203@ = Marker.CreateIconWithoutSphere(14, 932.0, -1353.0, 14.0)
202@ = Marker.CreateIconWithoutSphere(29, 2107.624, -1807.516, 21.2114)
201@ = Marker.CreateIconWithoutSphere(29, -1805.7, 943.2, 24.8)
200@ = Marker.CreateIconWithoutSphere(29, 2750.9, 2470.9, 11.0)
199@ = Marker.CreateIconWithoutSphere(29, 2351.8, 2529.0, 10.8)
198@ = Marker.CreateIconWithoutSphere(29, 2635.5, 1847.4, 11.0)
197@ = Marker.CreateIconWithoutSphere(29, 2083.4, 2221.0, 11.0)
196@ = Marker.CreateIconWithoutSphere(29, -1719.1, 1359.4, 8.6)
195@ = Marker.CreateIconWithoutSphere(29, 2330.2, 75.2, 31.0)
194@ = Marker.CreateIconWithoutSphere(29, 203.2, -200.4, 6.5)
193@ = Marker.CreateIconWithoutSphere(10, 812.9, -1616.1, 13.6)
192@ = Marker.CreateIconWithoutSphere(10, 1199.1, -924.0, 43.3)
191@ = Marker.CreateIconWithoutSphere(10, 2362.2, 2069.9, 10.8)
190@ = Marker.CreateIconWithoutSphere(10, 2469.5, 2033.8, 10.8)
189@ = Marker.CreateIconWithoutSphere(10, 2172.9, 2795.7, 10.8)
188@ = Marker.CreateIconWithoutSphere(10, 1875.3, 2072.0, 10.8)
187@ = Marker.CreateIconWithoutSphere(10, 1161.5, 2072.0, 10.8)
186@ = Marker.CreateIconWithoutSphere(10, -2356.0, 1009.0, 49.0)
185@ = Marker.CreateIconWithoutSphere(10, -1913.3, 826.2, 36.9)
184@ = Marker.CreateIconWithoutSphere(10, -2335.6, -165.6, 39.5)
183@ = Marker.CreateIconWithoutSphere(29, 1362.2, 245.4, 26.5)
0570: 450@ = create_asset_radar_marker_with_icon 51 at $2373 $2374 $2375 
018B: set_marker 450@ radar_mode 2 
0570: 451@ = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
018B: set_marker 451@ radar_mode 2 
0570: 454@ = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
018B: set_marker 454@ radar_mode 2 
0570: 455@ = create_asset_radar_marker_with_icon 36 at $2370 $2371 $2372 
018B: set_marker 455@ radar_mode 2 
0570: 456@ = create_asset_radar_marker_with_icon 53 at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 
018B: set_marker 456@ radar_mode 2 
0570: 461@ = create_asset_radar_marker_with_icon 36 at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
018B: set_marker 461@ radar_mode 2 
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] 
018B: set_marker $528 radar_mode 2 
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] 
018B: set_marker $529 radar_mode 2 
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] 
018B: set_marker $530 radar_mode 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] 
018B: set_marker $531 radar_mode 2 
0959: 882@ = create_horseshoe_at 1224.0 2617.0 11.0 
0959: 883@ = create_horseshoe_at 2323.0 1284.0 97.0 
0959: 884@ = create_horseshoe_at 2035.0 2305.0 18.0 
0959: 885@ = create_horseshoe_at 2491.0 2263.0 15.0 
0959: 886@ = create_horseshoe_at 1433.0 2796.0 20.0 
0959: 887@ = create_horseshoe_at 2071.0 712.0 11.0 
0959: 888@ = create_horseshoe_at 2239.0 1839.0 18.0 
0959: 889@ = create_horseshoe_at 2583.0 2387.0 16.0 
0959: 890@ = create_horseshoe_at 2864.0 857.0 13.0 
0959: 891@ = create_horseshoe_at 2612.0 2200.0 -1.0 
0959: 892@ = create_horseshoe_at 2274.0 1507.0 24.0 
0959: 893@ = create_horseshoe_at 2184.0 2529.0 11.0 
0959: 894@ = create_horseshoe_at 1863.0 2314.0 15.0 
0959: 895@ = create_horseshoe_at 2054.0 2434.0 166.0 
0959: 896@ = create_horseshoe_at 1603.0 1435.0 11.0 
0959: 897@ = create_horseshoe_at 1362.92 1015.24 11.0 
0959: 898@ = create_horseshoe_at 2058.7 2159.1 16.0 
0959: 899@ = create_horseshoe_at 2003.0 1672.0 12.0 
0959: 900@ = create_horseshoe_at 2238.0 1135.0 49.0 
0959: 901@ = create_horseshoe_at 1934.06 988.79 22.0 
0959: 902@ = create_horseshoe_at 1768.0 2847.0 9.0 
0959: 903@ = create_horseshoe_at 1084.0 1076.0 11.0 
0959: 904@ = create_horseshoe_at 2879.0 2522.0 11.0 
0959: 905@ = create_horseshoe_at 2371.0 2009.0 15.0 
0959: 906@ = create_horseshoe_at 1521.0 1690.0 10.6 
0959: 907@ = create_horseshoe_at 2417.0 1281.0 21.0 
0959: 908@ = create_horseshoe_at 1376.0 2304.0 15.0 
0959: 909@ = create_horseshoe_at 1393.0 1832.0 12.34 
0959: 910@ = create_horseshoe_at 984.0 2563.0 12.0 
0959: 911@ = create_horseshoe_at 1767.0 601.0 13.0 
0959: 912@ = create_horseshoe_at 2108.0 1003.0 46.0 
0959: 913@ = create_horseshoe_at 2705.98 1862.52 24.41 
0959: 914@ = create_horseshoe_at 2493.0 922.0 16.0 
0959: 915@ = create_horseshoe_at 1881.0 2846.0 11.0 
0959: 916@ = create_horseshoe_at 2020.0 2352.0 11.0 
0959: 917@ = create_horseshoe_at 1680.3 2226.86 16.11 
0959: 918@ = create_horseshoe_at 1462.0 936.0 10.0 
0959: 919@ = create_horseshoe_at 2125.5 789.23 11.45 
0959: 920@ = create_horseshoe_at 2588.0 1902.0 15.0 
0959: 921@ = create_horseshoe_at 919.0 2070.0 11.0 
0959: 922@ = create_horseshoe_at 2173.0 2465.0 11.0 
0959: 923@ = create_horseshoe_at 2031.25 2207.33 11.0 
0959: 924@ = create_horseshoe_at 2509.0 1144.0 19.0 
0959: 925@ = create_horseshoe_at 2215.0 1968.0 11.0 
0959: 926@ = create_horseshoe_at 2626.0 2841.0 11.0 
0959: 927@ = create_horseshoe_at 2440.08 2161.07 20.0 
0959: 928@ = create_horseshoe_at 1582.0 2401.0 19.0 
0959: 929@ = create_horseshoe_at 2077.0 1912.0 14.0 
0959: 930@ = create_horseshoe_at 970.0 1787.0 11.0 
0959: 931@ = create_horseshoe_at 1526.22 751.0 29.04 
0958: 932@ = create_photo_at -2511.28 -672.99 195.75 
0958: 933@ = create_photo_at -2723.63 -314.72 55.79 
0958: 934@ = create_photo_at -1737.71 -579.55 26.19 
0958: 935@ = create_photo_at -1486.08 920.04 41.37 
0958: 936@ = create_photo_at -1269.82 963.63 130.37 
0958: 937@ = create_photo_at -1650.01 422.0 21.17 
0958: 938@ = create_photo_at -1851.72 -96.73 24.37 
0958: 939@ = create_photo_at -2732.0 -244.0 19.0 
0958: 940@ = create_photo_at -2802.75 375.47 36.59 
0958: 941@ = create_photo_at -2773.04 783.45 67.66 
0958: 942@ = create_photo_at -2680.07 1590.8 143.53 
0958: 943@ = create_photo_at -2476.75 1543.44 49.26 
0958: 944@ = create_photo_at -1879.04 1456.52 9.34 
0958: 945@ = create_photo_at -1561.55 655.19 56.52 
0958: 946@ = create_photo_at -1325.15 494.19 26.83 
0958: 947@ = create_photo_at -1941.41 137.72 37.83 
0958: 948@ = create_photo_at -2153.23 462.25 103.27 
0958: 949@ = create_photo_at -2243.96 577.76 49.0 
0958: 950@ = create_photo_at -2051.0 456.0 167.0 
0958: 951@ = create_photo_at -1951.0 659.0 81.0 
0958: 952@ = create_photo_at -2064.0 926.0 63.0 
0958: 953@ = create_photo_at -2357.33 1017.01 59.76 
0958: 954@ = create_photo_at -2072.0 1066.0 74.0 
0958: 955@ = create_photo_at -1744.0 972.46 156.89 
0958: 956@ = create_photo_at -1941.0 883.0 68.0 
0958: 957@ = create_photo_at -1839.51 1086.88 101.29 
0958: 958@ = create_photo_at -1704.8 1338.0 14.0 
0958: 959@ = create_photo_at -2346.62 536.85 86.02 
0958: 960@ = create_photo_at -2443.0 755.0 49.0 
0958: 961@ = create_photo_at -2765.0 375.0 15.0 
0958: 962@ = create_photo_at -2880.31 -935.83 40.82 
0958: 963@ = create_photo_at -2083.0 -808.0 69.0 
0958: 964@ = create_photo_at -1954.0 -760.0 53.0 
0958: 965@ = create_photo_at -964.53 -331.59 47.16 
0958: 966@ = create_photo_at -1689.0 51.0 38.0 
0958: 967@ = create_photo_at -2080.0 256.05 107.0 
0958: 968@ = create_photo_at -2413.0 331.0 37.0 
0958: 969@ = create_photo_at -2244.42 731.32 61.88 
0958: 970@ = create_photo_at -2462.0 369.0 59.0 
0958: 971@ = create_photo_at -1124.44 -153.15 18.5 
0958: 972@ = create_photo_at -1275.78 53.68 89.07 
0958: 973@ = create_photo_at -2430.0 38.0 51.0 
0958: 974@ = create_photo_at -2591.0 162.0 15.0 
0958: 975@ = create_photo_at -2591.0 -16.0 17.0 
0958: 976@ = create_photo_at -2648.0 -5.0 31.0 
0958: 977@ = create_photo_at -2593.0 56.0 16.0 
0958: 978@ = create_photo_at -1619.31 1341.39 11.3 
0958: 979@ = create_photo_at -2307.0 207.0 42.0 
0958: 980@ = create_photo_at -2343.0 -79.0 38.0 
0958: 981@ = create_photo_at -1906.66 518.58 61.71 
095A: 982@ = create_oyster_at 979.0 -2210.0 -3.0 
095A: 983@ = create_oyster_at 2750.0 -2584.0 -5.0 
095A: 984@ = create_oyster_at 1276.0 -805.0 85.0 
095A: 985@ = create_oyster_at 2945.13 -2051.93 -3.0 
095A: 986@ = create_oyster_at 67.0 -1018.0 -5.0 
095A: 987@ = create_oyster_at 2327.0 -2662.0 -5.0 
095A: 988@ = create_oyster_at 2621.0 -2506.0 -5.0 
095A: 989@ = create_oyster_at 1249.0 -2687.0 -1.0 
095A: 990@ = create_oyster_at 725.0 -1849.0 -5.0 
095A: 991@ = create_oyster_at 723.0 -1586.0 -3.0 
095A: 992@ = create_oyster_at 155.0 -1975.0 -8.0 
095A: 993@ = create_oyster_at 1968.0 -1203.0 17.0 
095A: 994@ = create_oyster_at -2657.0 1564.0 -6.0 
095A: 995@ = create_oyster_at -1252.0 501.0 -8.0 
095A: 996@ = create_oyster_at -1625.0 4.0 -10.0 
095A: 997@ = create_oyster_at -1484.0 1489.0 -10.0 
095A: 998@ = create_oyster_at -2505.406 1543.724 -22.5553 
095A: 999@ = create_oyster_at -2727.0 -469.0 -5.0 
095A: 800@ = create_oyster_at -1266.0 966.0 -10.0 
095A: 801@ = create_oyster_at -1013.0 478.0 -7.0 
095A: 802@ = create_oyster_at -1364.0 390.0 -5.0 
095A: 803@ = create_oyster_at 2578.0 2382.0 16.0 
095A: 804@ = create_oyster_at 2090.0 1898.0 8.0 
095A: 805@ = create_oyster_at 2130.0 1152.0 7.0 
095A: 806@ = create_oyster_at 2013.0 1670.0 7.0 
095A: 807@ = create_oyster_at 2531.0 1569.0 9.0 
095A: 808@ = create_oyster_at 2998.0 2998.0 -10.0 
095A: 809@ = create_oyster_at -832.0 925.0 -2.0 
095A: 810@ = create_oyster_at 486.0 -253.0 -4.0 
095A: 811@ = create_oyster_at -90.0 -910.0 -5.0 
095A: 812@ = create_oyster_at 26.43 -1320.94 -10.04 
095A: 813@ = create_oyster_at -207.0 -1682.0 -8.0 
095A: 814@ = create_oyster_at -1672.0 -1641.0 -2.0 
095A: 815@ = create_oyster_at -1175.0 -2639.0 -2.5 
095A: 816@ = create_oyster_at -1097.0 -2858.0 -8.0 
095A: 817@ = create_oyster_at -2889.0 -1042.0 -9.0 
095A: 818@ = create_oyster_at -659.0 874.0 -2.0 
095A: 819@ = create_oyster_at -955.0 2628.0 35.0 
095A: 820@ = create_oyster_at -1066.0 2197.0 32.0 
095A: 821@ = create_oyster_at 40.0 -531.0 -8.0 
095A: 822@ = create_oyster_at -765.0 247.0 -8.0 
095A: 823@ = create_oyster_at 2098.0 -108.0 -2.0 
095A: 824@ = create_oyster_at 2767.0 470.0 -8.0 
095A: 825@ = create_oyster_at -783.0 2116.0 35.0 
095A: 826@ = create_oyster_at -821.0 1374.0 -8.0 
095A: 827@ = create_oyster_at -2110.5 2329.72 -7.5 
095A: 828@ = create_oyster_at -1538.0 1708.0 -3.27 
095A: 829@ = create_oyster_at -2685.0 2153.0 -5.0 
095A: 830@ = create_oyster_at 796.0 2939.0 -5.0 
095A: 831@ = create_oyster_at 2179.0 235.0 -5.0 
032B: $3032 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2832.0 2405.0 18.0 
032B: $3033 = create_weapon_pickup #SPRAYCAN type 15 ammo 500 at 2819.0 1663.0 11.0 
032B: $3034 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 2725.0 2727.0 11.0 
032B: $3035 = create_weapon_pickup #FLAME type 15 ammo 2000 at 2649.0 2733.0 11.0 
032B: $3036 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at 2148.0 2721.0 11.0 
032B: $3037 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 1345.0 2367.0 11.0 
032B: $3038 = create_weapon_pickup #AK74U type 15 ammo 60 at 1625.0 1944.0 11.0 
032B: $3039 = create_weapon_pickup #SAWN_OFF type 15 ammo 25 at 1569.0 2150.0 11.0 
032B: $3040 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 2072.0 2370.0 61.0 
032B: $3041 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2225.0 2530.0 17.0 
032B: $3042 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2337.0 1806.0 72.0 
$3043 = Pickup.Create(#BAT, 15, 2575.0, 1562.0, 16.0)
032B: $3044 = create_weapon_pickup #M4A1 type 15 ammo 70 at 2243.0 1132.0 11.0 
032B: $3045 = create_weapon_pickup #MINIGUN type 15 ammo 200 at 2676.0 836.0 22.0 
032B: $3046 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at 1761.0 591.0 10.0 
032B: $3047 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2809.0 864.0 21.0 
032B: $3048 = create_weapon_pickup #AK74U type 15 ammo 60 at 1923.0 1011.0 22.0 
032B: $3049 = create_weapon_pickup #SAIGA type 15 ammo 50 at 1407.0 1098.0 11.0 
032B: $3050 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 1319.0 1636.0 10.6 
032B: $3051 = create_weapon_pickup #MAC10 type 15 ammo 60 at 1446.35 1900.03 11.0 
032B: $3052 = create_weapon_pickup #SNUB type 15 ammo 30 at 1098.0 1681.0 7.0 
032B: $3053 = create_weapon_pickup #SAWN_OFF type 15 ammo 25 at 924.0 2138.0 11.0 
032B: $3054 = create_weapon_pickup #HEATSEEK type 15 ammo 10 at 1155.0 2341.0 17.0 
032B: $3055 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 1646.0 1349.0 11.0 
032B: $3056 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 1781.0 2072.0 11.0 
032B: $3057 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2478.0 1182.0 22.0 
$3058 = Pickup.Create(#POOLCUE, 15, 2854.0, 944.0, 11.0)
$3060 = Pickup.Create(#GOLFCLUB, 15, 1418.0, 2774.0, 15.0)
$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)
032B: $3066 = create_weapon_pickup #SPRAYCAN type 15 ammo 500 at 2422.0 -1741.0 14.0 
032B: $11147 = create_weapon_pickup #SPRAYCAN type 15 ammo 5000 at 408.0 2529.0 16.0 
032B: $3067 = create_weapon_pickup #CZ75 type 15 ammo 35 at 2538.0 -1630.0 14.0 
032B: $3068 = create_weapon_pickup #MAC10 type 15 ammo 60 at 2551.33 -1740.0 6.49 
032B: $3069 = create_weapon_pickup #SAWN_OFF type 15 ammo 25 at 2428.0 -1214.0 36.0 
032B: $3070 = create_weapon_pickup #CPYTHON type 15 ammo 30 at 2766.0 -2182.0 11.0 
032B: $3071 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2142.0 -1804.0 16.0 
032B: $3072 = create_weapon_pickup #M4A1 type 15 ammo 70 at 1764.0 -1930.0 14.0 
032B: $3073 = create_weapon_pickup #SNUB type 15 ammo 30 at 1214.0 -1816.0 17.0 
032B: $3074 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 1740.0 -1231.0 92.0 
032B: $3075 = create_weapon_pickup #M4A1 type 15 ammo 70 at 2266.0 -1028.0 59.0 
032B: $3076 = create_weapon_pickup #SPRAYCAN type 15 ammo 500 at 2463.0 -1061.0 60.0 
032B: $3077 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2047.0 -1406.0 68.0 
032B: $3078 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 2213.0 -2283.0 15.0 
032B: $3079 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 1463.0 -1013.0 27.0 
032B: $3080 = create_weapon_pickup #AK74U type 15 ammo 60 at 1308.97 -874.4 40.0 
032B: $3081 = create_weapon_pickup #SKS type 15 ammo 30 at 1102.0 -661.0 114.0 
032B: $3082 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at 899.8012 -792.078 102.0 
032B: $3083 = create_weapon_pickup #CZ75 type 15 ammo 35 at 338.0 -1875.0 4.0 
032B: $3084 = create_weapon_pickup #GRENADE type 15 ammo 20 at 397.0 -1924.0 8.0 
032B: $3085 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 886.0 -966.0 37.0 
032B: $3086 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at 1408.0 -2380.0 14.0 
$3087 = Pickup.Create(#BAT, 15, 1379.0, -2547.0, 14.0)
032B: $3100 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2426.0 -1416.0 24.0 
$3089 = Pickup.Create(#CROWBAR, 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 type 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)
032B: $3099 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2441.0 -1013.0 54.0 
032B: $3101 = create_weapon_pickup #M4A1 type 15 ammo 70 at -2678.0 -128.0 4.0 
032B: $3102 = create_weapon_pickup #CPYTHON type 15 ammo 30 at -2212.0 109.0 35.0 
$3103 = Pickup.Create(#BAT, 15, -2903.0, 784.0, 35.0)
032B: $3104 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at -2665.0 1452.0 7.0 
032B: $3105 = create_weapon_pickup #SATCHEL type 15 ammo 15 at -2754.0 -400.0 7.0 
032B: $3106 = create_weapon_pickup #CZ75 type 15 ammo 35 at -2206.0 -23.0 35.0 
032B: $3107 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at -1841.106 -74.2171 14.7606 
032B: $3108 = create_weapon_pickup #FLAME type 15 ammo 2000 at -1579.0 29.45 17.0 
032B: $3109 = create_weapon_pickup #SKS type 15 ammo 30 at -2094.0 -488.0 36.0 
032B: $3110 = create_weapon_pickup #AK74U type 15 ammo 60 at -1968.0 -923.0 32.0 
032B: $3111 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1945.0 -1088.0 31.0 
032B: $3112 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at -1700.0 415.0 7.0 
032B: $3113 = create_weapon_pickup #TEARGAS type 15 ammo 10 at -1386.0 509.0 4.0 
032B: $3114 = create_weapon_pickup #MAC10 type 15 ammo 60 at -1679.0 1410.0 7.0 
032B: $3115 = create_weapon_pickup #FLAME type 15 ammo 2000 at -2132.52 189.2507 35.5379 
032B: $3116 = create_weapon_pickup #HEATSEEK type 15 ammo 10 at -1126.69 -150.82 14.61 
032B: $3117 = create_weapon_pickup #MINIGUN type 15 ammo 200 at -1496.0 591.0 42.0 
032B: $3118 = create_weapon_pickup #SATCHEL type 15 ammo 15 at -2542.262 922.2401 67.1221 
032B: $3119 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at -2092.0 1121.0 54.0 
032B: $3120 = create_weapon_pickup #SNIPER type 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)
$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 #CPYTHON type 15 ammo 30 at -1870.0 -1625.0 22.0 
032B: $3132 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at -1627.0 -2692.0 49.0 
032B: $3133 = create_weapon_pickup #MAC10 type 15 ammo 60 at -2038.0 -2562.0 31.0 
032B: $3134 = create_weapon_pickup #SKS type 15 ammo 30 at -1035.0 -2258.0 70.0 
032B: $3135 = create_weapon_pickup #SAWN_OFF type 15 ammo 25 at 2366.0 23.0 28.0 
032B: $3136 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2255.0 -74.0 32.0 
032B: $3137 = create_weapon_pickup #M4A1 type 15 ammo 70 at 1296.0 392.0 20.0 
032B: $3138 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at 262.0 38.0 2.0 
032B: $3139 = create_weapon_pickup #AK74U type 15 ammo 60 at -121.0 -232.0 1.0 
$3141 = Pickup.Create(#BAT, 15, 113.0, 1811.0, 18.0)
032B: $3142 = create_weapon_pickup #CPYTHON type 15 ammo 30 at 36.0 1372.0 9.0 
032B: $3143 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 24.0 969.0 20.0 
032B: $3144 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at -170.0 1025.0 20.0 
032B: $3145 = create_weapon_pickup #CZ75 type 15 ammo 35 at -639.0 1181.0 13.0 
032B: $3146 = create_weapon_pickup #AK74U type 15 ammo 60 at -585.0 2714.0 72.0 
032B: $3147 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at -742.0 2752.0 47.0 
032B: $3148 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at -932.02 2649.92 42.0 
032B: $3149 = create_weapon_pickup #HEATSEEK type 15 ammo 10 at -1317.0 2509.0 87.0 
032B: $3150 = create_weapon_pickup #M4A1 type 15 ammo 70 at -1474.0 2577.0 56.0 
032B: $3151 = create_weapon_pickup #CPYTHON type 15 ammo 30 at -2352.0 2456.0 6.0 
032B: $3152 = create_weapon_pickup #GRENADE type 15 ammo 20 at -2520.0 2293.0 5.0 
032B: $3153 = create_weapon_pickup #FLAME type 15 ammo 2000 at -1358.0 -2115.0 30.0 
032B: $3154 = create_weapon_pickup #MAC10 type 15 ammo 60 at 119.0 2409.0 17.0 
$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(#CLEAVER, 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 type 15 ammo 15 at 1284.894 278.5705 19.5547 
032B: $3171 = create_weapon_pickup #AK74U type 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 #M4A1 type 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 type 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 #CZ75 type 15 ammo 35 at 255.0493 84.0615 1002.453 
032B: $3179 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 217.8 76.4 1005.046 
$3180 = Pickup.Create(#NITESTICK, 15, 223.8347, 120.4458, 1010.212)
032B: $3181 = create_weapon_pickup #CZ75 type 15 ammo 35 at 263.2531 109.7859 1004.624 
032B: $3182 = create_weapon_pickup #CHROMEGUN type 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 #CZ75 type 15 ammo 35 at 242.613 196.3202 1008.172 
032B: $3185 = create_weapon_pickup #CHROMEGUN type 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 type 15 ammo 50 at -2539.918 -598.6152 132.764 
032B: $3189 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2329.984 -165.3635 35.2389 
032B: $3190 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2721.241 -318.8085 7.5246 
032B: $3191 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2677.102 234.9912 4.1048 
032B: $3192 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2706.692 375.8728 5.0525 
032B: $3193 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2550.106 657.286 14.7319 
032B: $3194 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2791.248 771.5468 51.0904 
032B: $3195 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1770.815 903.2556 25.3894 
032B: $3196 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1713.006 1368.239 7.2664 
032B: $3197 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1851.316 1302.291 60.7553 
032B: $3198 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1635.026 604.4713 40.6377 
032B: $3199 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1976.483 670.5043 46.6039 
032B: $3200 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2038.408 1111.406 53.7928 
032B: $3201 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2048.803 899.5274 53.8866 
032B: $3202 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2292.47 722.5441 49.4265 
032B: $3203 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1977.916 113.8457 27.1096 
032B: $3204 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1528.144 160.0232 3.5142 
032B: $3205 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1771.261 -597.5884 16.6287 
032B: $2512 = create_weapon_pickup #CAMERA type 15 ammo 50 at 2492.505 -1700.824 1017.8 
$3206 = Pickup.Create(#BAT_RAG, 15, -2677.726, -192.3469, 6.8518)
$3207 = Pickup.Create(#CHNSAW, 15, -2752.243, -272.2891, 6.5956)
$3212 = Pickup.Create(#KATANA, 15, -2535.631, 51.7034, 8.6512)
032B: $3216 = create_weapon_pickup #FLAME type 15 ammo 2000 at -601.4012 -1068.6 23.6667 
$3217 = Pickup.Create(#BAT_RAG, 15, -377.2184, -1048.053, 58.9125)
$3218 = Pickup.Create(#BAT_RAG, 15, -45.5928, -1148.528, 1.3953)
$3219 = Pickup.Create(#BRASSKNUCKLE, 15, 2428.499, -1679.27, 13.1633)
032B: $3220 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2820.013 -1426.519 23.805 
032B: $3221 = create_weapon_pickup #MAC10 type 15 ammo 60 at 2790.343 -1427.489 39.6258 
032B: $3222 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at 2574.065 -1134.201 64.6535 
032B: $3223 = create_weapon_pickup #CZ75 type 15 ammo 35 at 2423.892 -1117.452 41.2464 
$3224 = Pickup.Create(#BAT_RAG, 15, 1296.155, -1081.892, 26.1502)
$3225 = Pickup.Create(#BAT_RAG, 15, 1390.611, -800.4332, 81.7795)
$3226 = Pickup.Create(#BAT, 15, 1308.466, 2111.288, 10.7221)
$3227 = Pickup.Create(#BAT_RAG, 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 #SAWN_OFF type 15 ammo 25 at 1706.352 1242.019 34.2952 
032B: $3232 = create_weapon_pickup #MINIGUN type 15 ammo 200 at 2492.051 2398.377 4.5293 
032B: $3233 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 2055.355 2435.356 40.3684 
$3234 = Pickup.Create(#SHOVEL, 15, 1888.27, 2877.262, 10.1621)
$3235 = Pickup.Create(#BAT_RAG, 15, 1420.945, 2519.882, 10.6199)
$3236 = Pickup.Create(#BAT_RAG, 15, 1372.996, 2605.758, 10.8776)
032B: $3237 = create_weapon_pickup #M4A1 type 15 ammo 70 at 2293.686 1982.286 31.4335 
$3238 = Pickup.Create(#KATANA, 15, 2631.263, 1722.395, 11.0312)
$3239 = Pickup.Create(#BAT_RAG, 15, 2490.496, 1522.47, 10.576)
$3240 = Pickup.Create(#BAT_RAG, 15, 455.4583, -1485.896, 30.9717)
032B: $3241 = create_weapon_pickup #MINIGUN type 15 ammo 200 at 244.98 1859.185 14.08 
032B: $3244 = create_weapon_pickup #GLOCK18C type 15 ammo 50 at 2529.724 -1678.563 19.4225 
032B: $3245 = create_weapon_pickup #SAWN_OFF type 15 ammo 15 at 2254.378 -2261.689 14.3751 
032B: $3246 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2015.744 1004.045 39.1 
$3247 = Pickup.Create(#KATANA, 15, 2002.263, 981.3947, 10.5)
014B: $5178 = init_car_generator #SUPERGT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2093.9 -83.7 33.9 angle 359.1 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
014B: $5183 = init_car_generator #BULLET color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2076.8 -84.0 33.7 angle 1.1 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
09E2: $5184 = parked_car_generator_w_numberplate #HOTKNIFE colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
09E2: $5186 = parked_car_generator_w_numberplate #BANSHEE colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
09E2: $5185 = parked_car_generator_w_numberplate #BULLET colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014B: $5188 = init_car_generator #BLOODRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.0 -409.1 34.1 angle 307.2 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
014B: $PARKED_PLANES[0] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1544.0 -1352.0 329.0 angle 95.0 
014B: $PARKED_PLANES[1] = init_car_generator #SPARROW color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1963.0 628.0 151.0 angle 182.0 
014B: $PARKED_PLANES[2] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.0 705.0 31.0 angle 90.0 
014B: $PARKED_PLANES[3] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2630.0 684.0 72.0 angle 180.0 
014B: $PARKED_PLANES[4] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2726.0 682.0 72.0 angle 90.0 
014B: $PARKED_PLANES[5] = init_car_generator #SEASPAR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.0 2329.0 8.0 angle 180.0 
014B: $PARKED_PLANES[6] = init_car_generator #CARGOBOB color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2619.0 2721.0 37.0 angle 90.0 
014B: $PARKED_PLANES[7] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2092.0 2415.0 75.0 angle 260.0 
014B: $PARKED_PLANES[8] = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 292.0 2542.0 16.0 angle 180.0 
014B: $PARKED_PLANES[9] = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1286.0 501.5 18.0 angle 270.0 
014B: $PARKED_PLANES[10] = init_car_generator #SKIMMER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -959.0813 2629.206 43.229 angle 110.0 
014B: $PARKED_PLANES[11] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 273.0045 -1876.038 5.2935 angle 271.51 
014B: $PARKED_PLANES[12] = init_car_generator #POLMAV color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1561.864 -1701.953 27.948 angle 0.0015 
014B: $PARKED_PLANES[13] = init_car_generator #SKIMMER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -637.1 1811.953 1.7 angle 180.0015 
014B: $PARKED_PLANES[14] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_PLANES[15] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1363.004 -484.0377 13.9 angle 200.51 
014B: $PARKED_PLANES[16] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1180.864 -351.9529 13.948 angle 0.0015 
014B: $PARKED_PLANES[17] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[18] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[19] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_PLANES[20] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_PLANES[21] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_PLANES[22] = init_car_generator #LEVIATHN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_PLANES[23] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_PLANES[24] = init_car_generator #RUSTLER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_PLANES[25] = init_car_generator #HUNTER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1608.724 286.14 6.22 angle 55.0015 
014B: $PARKED_PLANES[26] = init_car_generator #AT400 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1586.941 1190.642 10.863 angle 180.0 
014B: $PARKED_PLANES[27] = init_car_generator #BEAGLE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014B: $5179 = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 277.55 1989.35 17.21 angle 270.0 
014B: $5180 = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 281.23 2022.33 17.21 angle 270.0 
014B: $5181 = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 1990.25 17.21 angle 320.0 
014B: $5182 = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 2031.36 17.21 angle 320.0 
014C: set_parked_car_generator $5179 cars_to_generate_to 101 
014C: set_parked_car_generator $5180 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 
014C: set_parked_car_generator $PARKED_PLANES[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[6] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 101 
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 $PARKED_PLANES[10] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[11] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[12] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[13] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[14] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[15] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[16] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[17] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[18] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[19] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[20] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[21] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[22] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[23] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[24] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[25] cars_to_generate_to 101 
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 101 
014B: $PARKED_SF_PLANES[0] = init_car_generator #DODO color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_SF_PLANES[1] = init_car_generator #DODO color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1363.004 -484.0377 13.9 angle 200.51 
014B: $PARKED_SF_PLANES[2] = init_car_generator #NEVADA color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1180.864 -351.9529 13.948 angle 0.0015 
014B: $PARKED_SF_PLANES[3] = init_car_generator #SHAMAL color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[4] = init_car_generator #SHAMAL color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[5] = init_car_generator #NEVADA color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_SF_PLANES[6] = init_car_generator #SHAMAL color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_SF_PLANES[7] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 100 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_SF_PLANES[8] = init_car_generator #LEVIATHN color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_SF_PLANES[9] = init_car_generator #RAINDANC color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_SF_PLANES[10] = init_car_generator #RUSTLER color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_SF_PLANES[11] = init_car_generator #BEAGLE color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 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_car_generator #CADDY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.7213 -1185.042 16.5 angle 123.3055 
014B: $5230 = init_car_generator #CADDY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.5233 -1182.365 16.5 angle 123.3055 
014B: $5231 = init_car_generator #CADDY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 926.9179 -1178.95 16.5 angle 123.3055 
014B: $5232 = init_car_generator #CADDY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 861.3535 -1240.759 14.5 angle 180.1308 
014B: $5233 = init_car_generator #JOURNEY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 837.7494 -1206.574 16.5 angle 153.2632 
014B: $5234 = init_car_generator #JOURNEY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 897.5168 -1207.991 16.5 angle 86.5989 
014B: $5235 = init_car_generator #JOURNEY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.2398 -1334.195 13.5411 angle 267.8109 
014B: $5236 = init_car_generator #JOURNEY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 #AK74U type 15 ammo 60 at 825.921 -1165.813 17.8936 
032B: $5238 = create_weapon_pickup #SAWN_OFF type 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_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2408.511 -2186.024 32.89 angle 321.692 
014B: $5245 = init_car_generator #MTBIKE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2407.606 -2177.092 32.89 angle 321.692 
014B: $5246 = init_car_generator #SANDKING color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2338.565 -1593.833 482.9451 angle 20.751 
014B: $5247 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2213.556 112.7671 34.9203 angle 88.472 
014B: $5249 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2693.386 -139.4564 3.93359 angle 90.0856 
014B: $5250 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2796.468 -94.1788 6.9875 angle 42.6945 
014B: $5251 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2206.051 701.2161 48.9453 angle 183.4174 
014B: $5252 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -810.5599 2430.363 156.9649 angle 336.533 
014B: $5253 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1693.441 432.2852 6.9914 angle 300.903 
014B: $5254 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2116.138 924.8068 85.9791 angle 94.9293 
014B: $5255 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1483.69 2614.835 58.2812 angle 337.9383 
014B: $5256 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1419.698 1947.996 10.9531 angle 6.9689 
014B: $5257 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1567.389 2691.118 10.265 angle 279.9875 
014B: $5258 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2087.367 -2519.016 29.925 angle 90.9178 
014B: $5259 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.317 1939.701 10.129 angle 148.1757 
014B: $5260 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1074.964 1395.418 5.303 angle 36.7673 
014B: $5261 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.239 -1731.225 5.9486 angle 140.8213 
014B: $5262 = init_car_generator #KART color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1305.176 -796.6955 83.9477 angle 185.9911 
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 
014B: $5263 = init_car_generator #VORTEX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2294.926 2546.978 5.9175 angle 290.9339 
014B: $5264 = init_car_generator #VORTEX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 714.3436 -1488.273 0.9343 angle 270.0 
014B: $5265 = init_car_generator #VORTEX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1426.412 506.8391 2.9463 angle 144.61 
014B: $5266 = init_car_generator #VORTEX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1971.92 1560.665 10.9635 angle 262.615 
014B: $5267 = init_car_generator #VORTEX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -535.4126 -60.8884 63.5922 angle 276.9756 
014B: $5268 = init_car_generator #VORTEX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -910.27 2699.06 42.8 angle 110.8738 
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 
014B: $5269 = init_car_generator #SPARROW color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1291.5 -787.5 95.4555 angle 180.0 
014C: set_parked_car_generator $5269 cars_to_generate_to 101 
014B: $5270 = init_car_generator #PCJ600 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 435.2751 2527.523 16.371 angle 90.0 
014C: set_parked_car_generator $5270 cars_to_generate_to 101 
014B: $5275 = init_car_generator #DUNERIDE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1091.89 1612.63 13.0 angle 206.7583 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 
014B: $5276 = init_car_generator #VOODOO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #INFO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.303 -2440.136 29.822 angle 324.7583 
014B: $5278 = init_car_generator #INFO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2147.038 -2443.752 29.822 angle 324.7583 
014B: $5279 = init_car_generator #INFO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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_car_generator #RDTRAIN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2000.242 -2415.509 29.767 angle -132.0 
014B: $5281 = init_car_generator #DFT30 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2437.939 29.767 angle -82.5 
014B: $5282 = init_car_generator #FORKLIFT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 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 
014B: $PARKED_RHINO = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 101 
014B: $PARKED_HYDRA = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2527.2 -1677.1 19.2 angle 90.0 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 101 
014B: $2865 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -540.0441 -1396.147 15.0 angle 0.0 
014B: $2866 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -289.5517 -1389.627 10.0 angle 0.0 
014B: $2867 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -192.9 -1331.307 21.5 angle 0.0 
014B: $2860 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -273.9629 -1507.596 5.0 angle 0.0 
014B: $2861 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -395.1952 -1293.19 30.8 angle 0.0 
014B: $2862 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -186.6494 -1339.214 6.0 angle 0.0 
014B: $2868 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1030.249 -1050.188 129.0 angle 0.0 
014B: $2869 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1169.425 -989.6309 129.0 angle 0.0 
014B: $2863 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1110.79 -947.7925 129.0 angle 0.0 
014B: $2870 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 16.8768 49.991 3.0 angle 0.0 
014B: $2871 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.051 3.3203 1.5 angle 0.0 
014B: $2872 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -15.2986 -84.6533 3.0 angle 0.0 
014B: $2864 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.0533 3.3234 1.5 angle 0.0 
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 
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 
014B: $2790 = init_car_generator #URANUS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1956.3 297.7 34.3 angle 64.8 
014B: $2791 = init_car_generator #ELEGY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.6 265.7 39.9 angle 292.8 
014B: $2792 = init_car_generator #SULTAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1957.7 277.0 34.3 angle 133.4 
014B: $2793 = init_car_generator #SAVANNA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.8 258.8 39.9 angle 259.1 
014B: $2794 = init_car_generator #STRATUM color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1950.5 259.7 34.3 angle 53.8 
014C: set_parked_car_generator $2790 cars_to_generate_to 101 
014C: set_parked_car_generator $2791 cars_to_generate_to 101 
014C: set_parked_car_generator $2792 cars_to_generate_to 101 
014C: set_parked_car_generator $2793 cars_to_generate_to 101 
014C: set_parked_car_generator $2794 cars_to_generate_to 101 
0A17: set_parked_car_generator $2790 to_player_owned 1 
0A17: set_parked_car_generator $2791 to_player_owned 1 
0A17: set_parked_car_generator $2792 to_player_owned 1 
0A17: set_parked_car_generator $2793 to_player_owned 1 
0A17: set_parked_car_generator $2794 to_player_owned 1 
$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_39546
if 
  6 > $2701 
else_jump @INITIAL_39646 
$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_39546 

:INITIAL_39646
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 -1099.0 928.0 -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 -1055.0 837.0 -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 -1055.0 793.0 -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 -1211.0 597.0 -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 -1317.0 662.0 -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 -1340.0 498.0 -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 -1413.0 567.0 -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 -1501.0 490.0 -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 -1583.0 540.0 -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 -1734.0 486.0 -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 -1819.0 385.0 -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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 -1860.0 946.0 -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 -1993.0 848.0 -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 -1786.0 881.0 -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 -1820.0 786.0 -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 -1806.0 744.0 -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 -1815.0 735.0 -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 -1789.0 651.0 -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 -1787.0 656.0 -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 -1856.0 648.0 -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 -1772.0 593.0 -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 -1769.0 455.0 -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 -1806.0 364.0 -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 -1646.0 334.0 -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 -1642.0 321.0 -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 -1566.0 274.0 -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 -1497.0 269.0 -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 -1512.0 174.0 -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 -1336.0 228.0 -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 -1252.0 391.0 -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 -1265.0 489.0 -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 -1141.0 344.0 -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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 -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 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  // Market Station
0767: set_zone 'UNITY' popcycle_group_for_peds_and_cars_to 5  // Unity 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 0 density_to 0 
076C: set_zone 'SUN2' gang 3 density_to 0 
076C: set_zone 'SUN3A' gang 8 density_to 0 
076C: set_zone 'SUN3B' gang 5 density_to 0 
076C: set_zone 'SUN3C' gang 9 density_to 0 
076C: set_zone 'SUN4' gang 4 density_to 0 
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 8 density_to 90 
076C: set_zone 'CHC1B' gang 5 density_to 70 
076C: set_zone 'CHC2A' gang 6 density_to 50 
076C: set_zone 'CHC2B' gang 2 density_to 80 
076C: set_zone 'CHC3' gang 1 density_to 90 
076C: set_zone 'CHC4A' gang 0 density_to 90 
076C: set_zone 'CHC4B' gang 3 density_to 70 
076A: set_zone 'CHC1A' dealer_density_to 4 
076A: set_zone 'CHC1B' dealer_density_to 4 
076A: set_zone 'CHC2A' dealer_density_to 4 
076A: set_zone 'CHC2B' dealer_density_to 4 
076A: set_zone 'CHC3' dealer_density_to 4 
076A: set_zone 'CHC4A' dealer_density_to 4 
076A: set_zone 'CHC4B' dealer_density_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 0 
076C: set_zone 'EBE2A' gang 2 density_to 0 
076C: set_zone 'EBE2B' gang 2 density_to 0 
076C: set_zone 'EBE3C' gang 2 density_to 0 
076A: set_zone 'EBE1' dealer_density_to 2 
076A: set_zone 'EBE2A' dealer_density_to 2 
076A: set_zone 'EBE2B' dealer_density_to 2 
076A: set_zone 'EBE3C' dealer_density_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 0 
076C: set_zone 'ELCO2' gang 7 density_to 0 
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 0 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
09B7: set_zone 'GAN1' disable_footcops 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 'GLN1B' gang 9 density_to 80 
076C: set_zone 'GLN2A' gang 0 density_to 0 
076A: set_zone 'GLN1' dealer_density_to 6 
076A: set_zone 'GLN2A' dealer_density_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 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 
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 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 
076A: set_zone 'IWD1' dealer_density_to 2 
076A: set_zone 'IWD2' dealer_density_to 2 
076A: set_zone 'IWD3A' dealer_density_to 2 
076A: set_zone 'IWD3B' dealer_density_to 2 
076A: set_zone 'IWD4' dealer_density_to 2 
076A: set_zone 'IWD5' dealer_density_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 4 density_to 70 
076C: set_zone 'JEF1B' gang 7 density_to 50 
076C: set_zone 'JEF2' gang 0 density_to 0 
076C: set_zone 'JEF3B' gang 0 density_to 0 
076C: set_zone 'JEF3C' gang 0 density_to 0 
076A: set_zone 'JEF1A' dealer_density_to 6 
076A: set_zone 'JEF1B' dealer_density_to 6 
076A: set_zone 'JEF2' dealer_density_to 6 
076A: set_zone 'JEF3B' dealer_density_to 6 
076A: set_zone 'JEF3C' dealer_density_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 0 
076C: set_zone 'LFL1B' gang 2 density_to 0 
076A: set_zone 'LFL1A' dealer_density_to 4 
076A: set_zone 'LFL1B' dealer_density_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 0 
076C: set_zone 'LMEX1B' gang 7 density_to 0 
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 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 
076A: set_zone 'ELS1A' dealer_density_to 2 
076A: set_zone 'ELS1B' dealer_density_to 2 
076A: set_zone 'ELS2' dealer_density_to 2 
076A: set_zone 'ELS3A' dealer_density_to 2 
076A: set_zone 'ELS3B' dealer_density_to 2 
076A: set_zone 'ELS4' dealer_density_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 Seville
076C: set_zone 'PLS' gang 1 density_to 0  // Playa del Seville
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 'VIN1B' gang 6 density_to 0 
076C: set_zone 'VIN3' gang 1 density_to 0 
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 2 density_to 0 
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 'MKT4' gang 7 density_to 0 
076C: set_zone 'VERO2' gang 0 density_to 0 
076C: set_zone 'VERO3' gang 0 density_to 0 
076C: set_zone 'VERO4A' gang 0 density_to 0 
076C: set_zone 'VERO4B' gang 0 density_to 0 
076A: set_zone 'VERO1' dealer_density_to 2 
076A: set_zone 'VERO2' dealer_density_to 2 
076A: set_zone 'VERO3' dealer_density_to 2 
076A: set_zone 'VERO4A' dealer_density_to 2 
076A: set_zone 'VERO4B' dealer_density_to 2 
0767: set_zone 'CRANB' popcycle_group_for_peds_and_cars_to 5  // Cranberry Station
0767: set_zone 'CALT' popcycle_group_for_peds_and_cars_to 5  // Calton Heights
076C: set_zone 'CALT' gang 6 density_to 0  // Calton Heights
0767: set_zone 'SUNMA' popcycle_group_for_peds_and_cars_to 4  // Bayside Marina
0767: set_zone 'SUNNN' popcycle_group_for_peds_and_cars_to 5  // Bayside
0767: set_zone 'BATTP' popcycle_group_for_peds_and_cars_to 2  // Battery Point
076C: set_zone 'BATTP' gang 3 density_to 5  // Battery 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 0 
076C: set_zone 'ESPN2' gang 4 density_to 0 
076C: set_zone 'ESPN3' gang 4 density_to 0 
0767: set_zone 'BAYV' popcycle_group_for_peds_and_cars_to 5  // Palisades
0767: set_zone 'PARA' popcycle_group_for_peds_and_cars_to 4  // Paradiso
0767: set_zone 'JUNIHO' popcycle_group_for_peds_and_cars_to 5  // Juniper Hollow
0767: set_zone 'JUNIHI' popcycle_group_for_peds_and_cars_to 5  // Juniper Hill
0767: set_zone 'CIVI' popcycle_group_for_peds_and_cars_to 5  // Santa Flora
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 0  // 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
0767: set_zone 'CITYS' popcycle_group_for_peds_and_cars_to 0  // 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  // Garcia
076C: set_zone 'GARC' gang 3 density_to 40  // Garcia
0767: set_zone 'HASH' popcycle_group_for_peds_and_cars_to 6  // Hashbury
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  // Missionary Hill
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 Industrial Estate
0767: set_zone 'LDM' popcycle_group_for_peds_and_cars_to 6  // Last Dime 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 Intersection
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  // Harry Gold Parkway
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  // Old Venturas Strip
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  // The Clown's Pocket
0767: set_zone 'ISLE' popcycle_group_for_peds_and_cars_to 12  // The Emerald Isle
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  // Royal Casino
0767: set_zone 'CAM' popcycle_group_for_peds_and_cars_to 12  // The Camel's Toe
0767: set_zone 'LOT' popcycle_group_for_peds_and_cars_to 12  // Come-A-Lot
0767: set_zone 'PIRA' popcycle_group_for_peds_and_cars_to 12  // Pirates in Men's Pants
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  // The Four Dragons Casino
0767: set_zone 'PINK' popcycle_group_for_peds_and_cars_to 12  // The Pink Swan
0767: set_zone 'HIGH' popcycle_group_for_peds_and_cars_to 12  // The High Roller
0767: set_zone 'CONST1' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'ANGPI' popcycle_group_for_peds_and_cars_to 3  // Angel Pine
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  // The 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  // The 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  // The Mako Span
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  // North Rock
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  // Red County
0767: set_zone 'FLINTC' popcycle_group_for_peds_and_cars_to 3  // Flint County
0767: set_zone 'WHET' popcycle_group_for_peds_and_cars_to 3  // Whetstone
0767: set_zone 'BIGE' popcycle_group_for_peds_and_cars_to 1  // 'The Big Ear'
0767: set_zone 'ELQUE' popcycle_group_for_peds_and_cars_to 1  // El Quebrados
0767: set_zone 'BARRA' popcycle_group_for_peds_and_cars_to 1  // Las Barrancas
0767: set_zone 'CARSO' popcycle_group_for_peds_and_cars_to 1  // Fort Carson
0767: set_zone 'PAYAS' popcycle_group_for_peds_and_cars_to 1  // Las Payasadas
0767: set_zone 'PROBE' popcycle_group_for_peds_and_cars_to 1  // Lil' Probe Inn
0767: set_zone 'ELCA' popcycle_group_for_peds_and_cars_to 1  // El Castillo del Diablo
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  // Arco del Oeste
0767: set_zone 'VALLE' popcycle_group_for_peds_and_cars_to 1  // Valle Ocultado
0767: set_zone 'FLINTI' popcycle_group_for_peds_and_cars_to 1  // Flint Intersection
0767: set_zone 'MONINT' popcycle_group_for_peds_and_cars_to 1  // Montgomery Intersection
0767: set_zone 'ROBINT' popcycle_group_for_peds_and_cars_to 1  // Robada Intersection
0767: set_zone 'TOM' popcycle_group_for_peds_and_cars_to 1  // Regular Tom
0767: set_zone 'ALDEA' popcycle_group_for_peds_and_cars_to 1  // Aldea Malvada
0767: set_zone 'BRUJA' popcycle_group_for_peds_and_cars_to 1  // Las Brujas
0767: set_zone 'ROBAD' popcycle_group_for_peds_and_cars_to 1  // Tierra Robada
0767: set_zone 'BONE' popcycle_group_for_peds_and_cars_to 1  // Bone 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  // Hunter Quarry
0767: set_zone 'OCTAN' popcycle_group_for_peds_and_cars_to 18  // Octane Springs
0767: set_zone 'PALMS' popcycle_group_for_peds_and_cars_to 18  // Green Palms
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  // The Sherman Dam
511@ = 1264.27 
611@ = -775.47 
711@ = 96.8 
512@ = 426.4972 
612@ = 2530.689 
712@ = 16.1 
513@ = 316.0696 
613@ = -1772.569 
713@ = 4.1893 
514@ = 2441.002 
614@ = 695.1089 
714@ = 10.6646 
515@ = -366.1849 
615@ = 1166.03 
715@ = 19.2422 
516@ = 1283.844 
616@ = 2528.703 
716@ = 10.3203 
517@ = 922.3647 
617@ = 2011.898 
717@ = 10.766 
518@ = 2236.928 
618@ = 162.8057 
718@ = 26.8462 
519@ = 1402.317 
619@ = 1901.978 
719@ = 10.8449 
520@ = 1687.98 
620@ = -2100.643 
720@ = 13.3343 
521@ = -2106.639 
621@ = 900.5537 
721@ = 76.2032 
522@ = 1331.186 
622@ = -630.4962 
722@ = 108.6349 
523@ = -2695.745 
623@ = 818.4718 
723@ = 49.4844 
524@ = -2456.926 
624@ = -131.3292 
724@ = 25.5376 
525@ = 892.6662 
625@ = -1639.714 
725@ = 14.4567 
526@ = 1969.932 
626@ = 1623.243 
726@ = 12.3619 
527@ = 2234.909 
627@ = 1285.698 
727@ = 10.3203 
528@ = -2213.864 
628@ = 723.5587 
728@ = 48.914 
529@ = 879.8 
629@ = -25.1 
729@ = 73.3965 
530@ = 0.8 
630@ = 0.1 
730@ = 73.5 

:INITIAL_59986
if 
  19 > 501@ 
else_jump @INITIAL_60061 
0570: 811@(501@,20i) = create_asset_radar_marker_with_icon 35 at 511@(501@,20f) 611@(501@,20f) 711@(501@,20f) 
018B: set_marker 811@(501@,20i) radar_mode 2 
501@ += 1 
jump @INITIAL_59986 

:INITIAL_60061
531@ = -2026.481 
631@ = 156.8028 
731@ = 44.6 
532@ = -2079.097 
632@ = -2309.899 
732@ = 30.1172 
533@ = -1534.17 
633@ = 2650.3 
733@ = 55.3437 
534@ = -1045.775 
634@ = 1552.976 
734@ = 32.798 
535@ = 793.5623 
635@ = -514.4116 
735@ = 16.3973 
536@ = 2103.346 
636@ = -1288.339 
736@ = 23.8168 
537@ = 2370.477 
637@ = 2165.474 
737@ = 10.3269 
538@ = 2220.626 
638@ = 1837.348 
738@ = 10.3203 
539@ = 2819.125 
639@ = 2149.372 
739@ = 10.3203 
540@ = 2483.024 
640@ = -2001.074 
740@ = 13.054 
541@ = 206.8 
641@ = -112.1 
741@ = 4.3965 
542@ = 2496.8 
642@ = -1700.1 
742@ = 24.3965 
543@ = 2030.8 
643@ = 1000.1 
743@ = 24.3965 
544@ = -690.8 
644@ = 938.1 
744@ = 23.3965 
545@ = -1439.014 
645@ = -1540.59 
745@ = 101.2579 
546@ = -2027.83 
646@ = -44.0454 
746@ = 38.7692 
547@ = -2419.677 
647@ = 334.1621 
747@ = 34.6796 
548@ = 0.5 
648@ = 0.5 
748@ = 38.7692 

:INITIAL_60601
if 
  17 > 503@ 
else_jump @INITIAL_60676 
0570: 813@(503@,18i) = create_asset_radar_marker_with_icon 35 at 531@(503@,18f) 631@(503@,18f) 731@(503@,18f) 
018B: set_marker 813@(503@,18i) radar_mode 2 
503@ += 1 
jump @INITIAL_60601 

:INITIAL_60676
end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

: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_textures 
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' // @s = 'short'  // 0
05AA: 142@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 144@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 146@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 148@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 150@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 152@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 154@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 156@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 158@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 160@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 162@s = 'DUAL_B' // @s = 'short'  // B
05AA: 164@s = 'DUAL_C' // @s = 'short'  // C
05AA: 166@s = 'DUAL_D' // @s = 'short'  // D
05AA: 168@s = 'DUAL_E' // @s = 'short'  // E
05AA: 170@s = 'DUAL_F' // @s = 'short'  // F
05AA: 172@s = 'DUAL_G' // @s = 'short'  // G
05AA: 174@s = 'DUAL_H' // @s = 'short'  // H
05AA: 176@s = 'DUAL_I' // @s = 'short'  // I
05AA: 178@s = 'DUAL_J' // @s = 'short'  // J
05AA: 180@s = 'DUAL_K' // @s = 'short'  // K
05AA: 182@s = 'DUAL_L' // @s = 'short'  // L
05AA: 184@s = 'DUAL_M' // @s = 'short'  // M
05AA: 186@s = 'DUAL_N' // @s = 'short'  // N
05AA: 188@s = 'DUAL_O' // @s = 'short'  // O
05AA: 190@s = 'DUAL_P' // @s = 'short'  // P
05AA: 192@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 194@s = 'DUAL_R' // @s = 'short'  // R
05AA: 196@s = 'DUAL_S' // @s = 'short'  // S
05AA: 198@s = 'DUAL_T' // @s = 'short'  // T
05AA: 200@s = 'DUAL_U' // @s = 'short'  // U
05AA: 202@s = 'DUAL_V' // @s = 'short'  // V
05AA: 204@s = 'DUAL_W' // @s = 'short'  // W
05AA: 206@s = 'DUAL_X' // @s = 'short'  // X
05AA: 208@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 210@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 212@s = 'DUAL_FS' // @s = 'short'  // .
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$5365[0] = 160@s // s$ 
05A9: s$5385[0] = 166@s // s$ 
05A9: s$5405[0] = 210@s // s$ 
05A9: s$5365[1] = 164@s // s$ 
05A9: s$5385[1] = 160@s // s$ 
05A9: s$5405[1] = 186@s // s$ 
05A9: s$5365[2] = 176@s // s$ 
05A9: s$5385[2] = 184@s // s$ 
05A9: s$5405[2] = 208@s // s$ 
05A9: s$5365[3] = 204@s // s$ 
05A9: s$5385[3] = 176@s // s$ 
05A9: s$5405[3] = 182@s // s$ 
05A9: s$5365[4] = 166@s // s$ 
05A9: s$5385[4] = 162@s // s$ 
05A9: s$5405[4] = 190@s // s$ 
05A9: s$5365[5] = 166@s // s$ 
05A9: s$5385[5] = 160@s // s$ 
05A9: s$5405[5] = 202@s // s$ 
05A9: s$5365[6] = 166@s // s$ 
05A9: s$5385[6] = 188@s // s$ 
05A9: s$5405[6] = 166@s // s$ 
05A9: s$5365[7] = 186@s // s$ 
05A9: s$5385[7] = 170@s // s$ 
05A9: s$5405[7] = 212@s // s$ 
05A9: s$5365[8] = 180@s // s$ 
05A9: s$5385[8] = 184@s // s$ 
05A9: s$5405[8] = 162@s // s$ 
05A9: s$5365[9] = 196@s // s$ 
05A9: s$5385[9] = 178@s // s$ 
05A9: s$5405[9] = 182@s // s$ 
$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 direction_offset_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) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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_textures 
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) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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@ += frame_delta_time * -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@ += frame_delta_time * 1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
jump @NONE_4559 

:NONE_4489
0494: get_joystick 0 direction_offset_to 422@ 423@ 424@ 424@ 
0093: 425@ = integer 422@ to_float 
425@ *= -1.0 
425@ /= 25.0 
425@ /= 2.0 
007B: 351@ += frame_delta_time * 425@ // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 

:NONE_4559
02F7: $TEMPVAR_FLOAT_1 = cosine 351@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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@ -= frame_delta_time * 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@ += frame_delta_time * 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) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 432@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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) += frame_delta_time * 425@ // (float) 
0087: 425@ = 523@(227@,10f) // (float) 
425@ /= 2.0 
007B: 513@(227@,10f) += frame_delta_time * 425@ // (float) 
0656: get_angle 513@(227@,10f) absolute_degrees_to 513@(227@,10f) 
02F7: $TEMPVAR_FLOAT_1 = cosine 513@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 614@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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@ += frame_delta_time * 1.0 // (float) 
0656: get_angle 646@ absolute_degrees_to 646@ 
02F7: $TEMPVAR_FLOAT_1 = cosine 646@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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: set_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) = $5365(227@,10s) // s$ 
05A9: $5385(228@,10s) = $5385(227@,10s) // s$ 
05A9: $5405(228@,10s) = $5405(227@,10s) // s$ 

:NONE_10596
008A: $5355(227@,10i) = 392@ // (int) 
05A9: $5365(227@,10s) = 212@s // s$ 
05A9: $5385(227@,10s) = 212@s // s$ 
05A9: $5405(227@,10s) = 212@s // s$ 
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: $5365(226@,10s) = 140@(690@,37s) // s$ 
05A9: $5385(226@,10s) = 212@s // s$ 
05A9: $5405(226@,10s) = 212@s // s$ 

:NONE_10781
if 
  691@ == 1 
else_jump @NONE_10827 
05A9: $5385(226@,10s) = 140@(690@,37s) // s$ 
05A9: $5405(226@,10s) = 212@s // s$ 

:NONE_10827
if 
  691@ == 2 
else_jump @NONE_10861 
05A9: $5405(226@,10s) = 140@(690@,37s) // s$ 

:NONE_10861
0494: get_joystick 0 direction_offset_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 = cosine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 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: set_text_draw_centered 0 
0341: set_text_draw_align_justify 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:   $5365(227@,10s) == 142@s // s$ == short 
05AD:   $5365(227@,10s) == 176@s // s$ == short 
else_jump @NONE_11603 
692@ += 8.0 

:NONE_11603
033E: set_draw_text_position 692@ 693@ GXT $5365(227@,10s) 
if or
05AD:   $5365(227@,10s) == 142@s // s$ == short 
05AD:   $5365(227@,10s) == 176@s // s$ == short 
else_jump @NONE_11663 
692@ -= 8.0 

:NONE_11663
005B: 692@ += 218@ // (float) 
gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 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:   $5385(227@,10s) == 142@s // s$ == short 
05AD:   $5385(227@,10s) == 176@s // s$ == short 
else_jump @NONE_11766 
692@ += 8.0 

:NONE_11766
033E: set_draw_text_position 692@ 693@ GXT $5385(227@,10s) 
if or
05AD:   $5385(227@,10s) == 142@s // s$ == short 
05AD:   $5385(227@,10s) == 176@s // s$ == short 
else_jump @NONE_11826 
692@ -= 8.0 

:NONE_11826
005B: 692@ += 218@ // (float) 
gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 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:   $5405(227@,10s) == 142@s // s$ == short 
05AD:   $5405(227@,10s) == 176@s // s$ == short 
else_jump @NONE_11929 
692@ += 8.0 

:NONE_11929
033E: set_draw_text_position 692@ 693@ GXT $5405(227@,10s) 
if or
05AD:   $5405(227@,10s) == 142@s // s$ == short 
05AD:   $5405(227@,10s) == 176@s // s$ == short 
else_jump @NONE_11989 
692@ -= 8.0 

:NONE_11989
0087: 692@ = 216@ // (float) 
005B: 692@ += 219@ // (float) 
gosub @NONE_12369 
0342: set_text_draw_centered 0 
03E4: set_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: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_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 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'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 2---------------
// Originally: Intro

:DUAL
gosub @DUAL_16 
gosub @DUAL_15587 
end_thread 

:DUAL_16
$ONMISSION = 1 
thread 'DUAL' 
wait 0 
054C: use_GXT_table 'DUAL' 
03F0: enable_text_draw 1 
0391: release_textures 
0390: load_txd_dictionary 'LD_SPAC' 
09F5: disable_player_mutal_activities 1 
Actor.StorePos($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' // @s = 'short'  // 0
05AA: 108@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 110@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 112@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 114@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 116@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 118@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 120@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 122@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 124@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 126@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 128@s = 'DUAL_B' // @s = 'short'  // B
05AA: 130@s = 'DUAL_C' // @s = 'short'  // C
05AA: 132@s = 'DUAL_D' // @s = 'short'  // D
05AA: 134@s = 'DUAL_E' // @s = 'short'  // E
05AA: 136@s = 'DUAL_F' // @s = 'short'  // F
05AA: 138@s = 'DUAL_G' // @s = 'short'  // G
05AA: 140@s = 'DUAL_H' // @s = 'short'  // H
05AA: 142@s = 'DUAL_I' // @s = 'short'  // I
05AA: 144@s = 'DUAL_J' // @s = 'short'  // J
05AA: 146@s = 'DUAL_K' // @s = 'short'  // K
05AA: 148@s = 'DUAL_L' // @s = 'short'  // L
05AA: 150@s = 'DUAL_M' // @s = 'short'  // M
05AA: 152@s = 'DUAL_N' // @s = 'short'  // N
05AA: 154@s = 'DUAL_O' // @s = 'short'  // O
05AA: 156@s = 'DUAL_P' // @s = 'short'  // P
05AA: 158@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 160@s = 'DUAL_R' // @s = 'short'  // R
05AA: 162@s = 'DUAL_S' // @s = 'short'  // S
05AA: 164@s = 'DUAL_T' // @s = 'short'  // T
05AA: 166@s = 'DUAL_U' // @s = 'short'  // U
05AA: 168@s = 'DUAL_V' // @s = 'short'  // V
05AA: 170@s = 'DUAL_W' // @s = 'short'  // W
05AA: 172@s = 'DUAL_X' // @s = 'short'  // X
05AA: 174@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 176@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 178@s = 'DUAL_FS' // @s = 'short'  // .
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$5446[0] = 132@s // s$ 
05A9: s$5466[0] = 144@s // s$ 
05A9: s$5486[0] = 178@s // s$ 
05A9: s$5446[1] = 146@s // s$ 
05A9: s$5466[1] = 160@s // s$ 
05A9: s$5486[1] = 174@s // s$ 
05A9: s$5446[2] = 162@s // s$ 
05A9: s$5466[2] = 142@s // s$ 
05A9: s$5486[2] = 162@s // s$ 
05A9: s$5446[3] = 170@s // s$ 
05A9: s$5466[3] = 132@s // s$ 
05A9: s$5486[3] = 174@s // s$ 
05A9: s$5446[4] = 132@s // s$ 
05A9: s$5466[4] = 126@s // s$ 
05A9: s$5486[4] = 152@s // s$ 
05A9: s$5446[5] = 148@s // s$ 
05A9: s$5466[5] = 160@s // s$ 
05A9: s$5486[5] = 138@s // s$ 
05A9: s$5446[6] = 152@s // s$ 
05A9: s$5466[6] = 154@s // s$ 
05A9: s$5486[6] = 152@s // s$ 
05A9: s$5446[7] = 138@s // s$ 
05A9: s$5466[7] = 126@s // s$ 
05A9: s$5486[7] = 176@s // s$ 
05A9: s$5446[8] = 108@s // s$ 
05A9: s$5466[8] = 106@s // s$ 
05A9: s$5486[8] = 108@s // s$ 
05A9: s$5446[9] = 144@s // s$ 
05A9: s$5466[9] = 166@s // s$ 
05A9: s$5486[9] = 132@s // s$ 
05A9: s$5506[0] = 126@s // s$ 
05A9: s$5526[0] = 132@s // s$ 
05A9: s$5546[0] = 176@s // s$ 
05A9: s$5506[1] = 130@s // s$ 
05A9: s$5526[1] = 126@s // s$ 
05A9: s$5546[1] = 152@s // s$ 
05A9: s$5506[2] = 142@s // s$ 
05A9: s$5526[2] = 150@s // s$ 
05A9: s$5546[2] = 174@s // s$ 
05A9: s$5506[3] = 170@s // s$ 
05A9: s$5526[3] = 142@s // s$ 
05A9: s$5546[3] = 148@s // s$ 
05A9: s$5506[4] = 132@s // s$ 
05A9: s$5526[4] = 128@s // s$ 
05A9: s$5546[4] = 156@s // s$ 
05A9: s$5506[5] = 132@s // s$ 
05A9: s$5526[5] = 126@s // s$ 
05A9: s$5546[5] = 168@s // s$ 
05A9: s$5506[6] = 132@s // s$ 
05A9: s$5526[6] = 154@s // s$ 
05A9: s$5546[6] = 132@s // s$ 
05A9: s$5506[7] = 152@s // s$ 
05A9: s$5526[7] = 136@s // s$ 
05A9: s$5546[7] = 178@s // s$ 
05A9: s$5506[8] = 146@s // s$ 
05A9: s$5526[8] = 150@s // s$ 
05A9: s$5546[8] = 128@s // s$ 
05A9: s$5506[9] = 162@s // s$ 
05A9: s$5526[9] = 144@s // s$ 
05A9: s$5546[9] = 148@s // s$ 
$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 direction_offset_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: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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_textures 
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: set_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~~>~ Navigate~n~~k~~PED_SPRINT~ Select
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@ += frame_delta_time * 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@ += frame_delta_time * 5.0 // (float) 
jump @DUAL_5970 

:DUAL_5886
if 
00E1:   player 0 pressed_key 10 
else_jump @DUAL_5920 
0079: 203@ += frame_delta_time * -5.0 // (float) 
jump @DUAL_5970 

:DUAL_5920
0494: get_joystick 0 direction_offset_to 311@ 312@ 39@ 39@ 
0093: 50@ = integer 311@ to_float 
50@ /= 15.0 
007B: 203@ += frame_delta_time * 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@ -= frame_delta_time * 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@ += frame_delta_time * 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 = sine 203@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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@ -= frame_delta_time * 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 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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@ -= frame_delta_time * 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 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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@ -= frame_delta_time * 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@ -= frame_delta_time * 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 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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 // == constant 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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: set_text_draw_centered 0 
0349: set_text_draw_font 1 
if or
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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~~<~~>~ Rotate~n~~k~~PED_SPRINT~ Thrust~n~~k~~PED_FIREWEAPON~ Shoot~n~~k~~VEHICLE_ENTER_EXIT~ Exit.

: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) = $5446(40@,10s) // s$ 
05A9: $5466(41@,10s) = $5466(40@,10s) // s$ 
05A9: $5486(41@,10s) = $5486(40@,10s) // s$ 

:DUAL_11935
008A: $5426(40@,10i) = 300@ // (int) 
05A9: $5446(40@,10s) = 178@s // s$ 
05A9: $5466(40@,10s) = 178@s // s$ 
05A9: $5486(40@,10s) = 178@s // s$ 
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) = $5506(40@,10s) // s$ 
05A9: $5526(41@,10s) = $5526(40@,10s) // s$ 
05A9: $5546(41@,10s) = $5546(40@,10s) // s$ 

:DUAL_12196
008A: $5436(40@,10i) = 300@ // (int) 
05A9: $5506(40@,10s) = 178@s // s$ 
05A9: $5526(40@,10s) = 178@s // s$ 
05A9: $5546(40@,10s) = 178@s // s$ 
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: $5446(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5466(180@,10s) = 178@s // s$ 
05A9: $5486(180@,10s) = 178@s // s$ 

:DUAL_12399
if 
  366@ == 1 
else_jump @DUAL_12445 
05A9: $5466(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5486(180@,10s) = 178@s // s$ 

:DUAL_12445
if 
  366@ == 2 
else_jump @DUAL_12479 
05A9: $5486(180@,10s) = 106@(365@,37s) // s$ 

:DUAL_12479
jump @DUAL_12624 

:DUAL_12486
if 
  366@ == 0 
else_jump @DUAL_12544 
05A9: $5506(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5526(180@,10s) = 178@s // s$ 
05A9: $5546(180@,10s) = 178@s // s$ 

:DUAL_12544
if 
  366@ == 1 
else_jump @DUAL_12590 
05A9: $5526(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5546(180@,10s) = 178@s // s$ 

:DUAL_12590
if 
  366@ == 2 
else_jump @DUAL_12624 
05A9: $5546(180@,10s) = 106@(365@,37s) // s$ 

:DUAL_12624
0494: get_joystick 0 direction_offset_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) // @s = 'short' 
05AA: 397@(40@,10s) = $5466(40@,10s) // @s = 'short' 
05AA: 417@(40@,10s) = $5486(40@,10s) // @s = 'short' 
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) // @s = 'short' 
05AA: 397@(40@,10s) = $5526(40@,10s) // @s = 'short' 
05AA: 417@(40@,10s) = $5546(40@,10s) // @s = 'short' 
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: set_text_draw_centered 0 
0341: set_text_draw_align_justify 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 // @s == 'short' 
05AE:   377@(40@,10s) == 142@s // @s == 'short' 
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 // @s == 'short' 
05AE:   377@(40@,10s) == 142@s // @s == 'short' 
else_jump @DUAL_14391 
437@ -= 8.0 

:DUAL_14391
005B: 437@ += 186@ // (float) 
gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 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 // @s == 'short' 
05AE:   397@(40@,10s) == 142@s // @s == 'short' 
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 // @s == 'short' 
05AE:   397@(40@,10s) == 142@s // @s == 'short' 
else_jump @DUAL_14599 
437@ -= 8.0 

:DUAL_14599
005B: 437@ += 186@ // (float) 
gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 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 // @s == 'short' 
05AE:   417@(40@,10s) == 142@s // @s == 'short' 
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 // @s == 'short' 
05AE:   417@(40@,10s) == 142@s // @s == 'short' 
else_jump @DUAL_14807 
437@ -= 8.0 

:DUAL_14807
0087: 437@ = 184@ // (float) 
005B: 437@ += 187@ // (float) 
gosub @DUAL_15515 
0342: set_text_draw_centered 0 
03E4: set_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: set_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~ Navigate~n~~k~~PED_SPRINT~ Select

: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 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_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 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'  // You look a bit busy, why don't you come back later.
mission_cleanup 
return 

//-------------Mission 3---------------
// Originally: Video Game: They Crawled From Uranus

: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_fadeout 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 direction_offset_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 direction_offset_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 += frame_delta_time * $5574 // (float) 
0084: $5573 = $5570 // (int) 
$5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5576 += frame_delta_time * $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 -= frame_delta_time * 6.0 // (float) 

:SHTR_2339
if 
00E1:   player 0 pressed_key 9 
else_jump @SHTR_2366 
0078: $5576 += frame_delta_time * 6.0 // (float) 

:SHTR_2366
if 
00E1:   player 0 pressed_key 10 
else_jump @SHTR_2393 
007E: $5575 -= frame_delta_time * 6.0 // (float) 

:SHTR_2393
if 
00E1:   player 0 pressed_key 11 
else_jump @SHTR_2420 
0078: $5575 += frame_delta_time * 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 = cosine $5854 // (float) 
0086: $5857 = $5591 // (float) 
0069: $5857 *= $5856 // (float) 
02F6: $5855 = sine $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: set_text_draw_align_right 1 
045A: draw_text_1number 560.0 48.0 GXT 'SHTR_2B' number $5649  // LIVES ~1~
gosub @SHTR_6947 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 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: set_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~ Back

:SHTR_6760
jump @SHTR_761 

:SHTR_6767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
return 

:SHTR_6787
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
0391: release_textures 
040D: unload_wav 4 
09F5: disable_player_mutal_activities 0 
043C: disable_sounds_after_fadeout 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: set_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 -= frame_delta_time * $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 -= frame_delta_time * $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) -= frame_delta_time * $5925($5859,16f) // (float) 
0086: $5941 = $5877($5859,16f) // (float) 
0071: $5941 /= $5942 // (float) 
0086: $5943 = $5941 // (float) 
$5943 *= 360.0 
02F6: $5944 = sine $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) += frame_delta_time * $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) += frame_delta_time * $5857 // (float) 
0080: $5757($5657,16f) -= frame_delta_time * $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) += frame_delta_time * $5857 // (float) 
007A: $5821($5657,16f) += frame_delta_time * $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) -= frame_delta_time * $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($6155,10s) // s$ 
05A9: $2022($6154,10s) = $2022($6155,10s) // s$ 
05A9: $2042($6154,10s) = $2042($6155,10s) // s$ 
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 direction_offset_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($6067,37s) // s$ 
05A9: $2022($6151,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6151,10s) = s$SHTR_CHARACTERS[10] // s$ 
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($6067,37s) // s$ 
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($6067,37s) // s$ 
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: set_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: set_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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[36] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[20] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[27] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[11] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[25] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[31] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[19] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[29] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[30] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[11] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[23] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[33] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[30] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[23] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[34] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[29] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[15] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[17] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[27] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[36] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
$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] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[12] // s$ 
$6191 = 1 
jump @SHTR_15792 

:SHTR_15785
jump @SHTR_13086 

:SHTR_15792
return 

:SHTR_15794
05A9: s$SHTR_CHARACTERS[0] = 'SHTR_0' // s$  // 0
05A9: s$SHTR_CHARACTERS[1] = 'SHTR_1' // s$  // 1
05A9: s$SHTR_CHARACTERS[2] = 'SHTR_2' // s$  // 2
05A9: s$SHTR_CHARACTERS[3] = 'SHTR_3' // s$  // 3
05A9: s$SHTR_CHARACTERS[4] = 'SHTR_4' // s$  // 4
05A9: s$SHTR_CHARACTERS[5] = 'SHTR_5' // s$  // 5
05A9: s$SHTR_CHARACTERS[6] = 'SHTR_6' // s$  // 6
05A9: s$SHTR_CHARACTERS[7] = 'SHTR_7' // s$  // 7
05A9: s$SHTR_CHARACTERS[8] = 'SHTR_8' // s$  // 8
05A9: s$SHTR_CHARACTERS[9] = 'SHTR_9' // s$  // 9
05A9: s$SHTR_CHARACTERS[10] = 'SHTR_A' // s$  // A
05A9: s$SHTR_CHARACTERS[11] = 'SHTR_B' // s$  // B
05A9: s$SHTR_CHARACTERS[12] = 'SHTR_C' // s$  // C
05A9: s$SHTR_CHARACTERS[13] = 'SHTR_D' // s$  // D
05A9: s$SHTR_CHARACTERS[14] = 'SHTR_E' // s$  // E
05A9: s$SHTR_CHARACTERS[15] = 'SHTR_F' // s$  // F
05A9: s$SHTR_CHARACTERS[16] = 'SHTR_G' // s$  // G
05A9: s$SHTR_CHARACTERS[17] = 'SHTR_H' // s$  // H
05A9: s$SHTR_CHARACTERS[18] = 'SHTR_I' // s$  // I
05A9: s$SHTR_CHARACTERS[19] = 'SHTR_J' // s$  // J
05A9: s$SHTR_CHARACTERS[20] = 'SHTR_K' // s$  // K
05A9: s$SHTR_CHARACTERS[21] = 'SHTR_L' // s$  // L
05A9: s$SHTR_CHARACTERS[22] = 'SHTR_M' // s$  // M
05A9: s$SHTR_CHARACTERS[23] = 'SHTR_N' // s$  // N
05A9: s$SHTR_CHARACTERS[24] = 'SHTR_O' // s$  // O
05A9: s$SHTR_CHARACTERS[25] = 'SHTR_P' // s$  // P
05A9: s$SHTR_CHARACTERS[26] = 'SHTR_Q' // s$  // Q
05A9: s$SHTR_CHARACTERS[27] = 'SHTR_R' // s$  // R
05A9: s$SHTR_CHARACTERS[28] = 'SHTR_S' // s$  // S
05A9: s$SHTR_CHARACTERS[29] = 'SHTR_T' // s$  // T
05A9: s$SHTR_CHARACTERS[30] = 'SHTR_U' // s$  // U
05A9: s$SHTR_CHARACTERS[31] = 'SHTR_V' // s$  // V
05A9: s$SHTR_CHARACTERS[32] = 'SHTR_W' // s$  // W
05A9: s$SHTR_CHARACTERS[33] = 'SHTR_X' // s$  // X
05A9: s$SHTR_CHARACTERS[34] = 'SHTR_Y' // s$  // Y
05A9: s$SHTR_CHARACTERS[35] = 'SHTR_Z' // s$  // Z
05A9: s$SHTR_CHARACTERS[36] = 'SHTR_PE' // s$  // .
$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] // s$ 
05A9: s$2022[0] = s$SHTR_CHARACTERS[36] // s$ 
05A9: s$2042[0] = s$SHTR_CHARACTERS[36] // s$ 
$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 4---------------
// Originally: Video Game: Dualuty

: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: set_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$6236[0] = 'GRAV_0' // s$  // 0
05A9: s$6236[1] = 'GRAV_1' // s$  // 1
05A9: s$6236[2] = 'GRAV_2' // s$  // 2
05A9: s$6236[3] = 'GRAV_3' // s$  // 3
05A9: s$6236[4] = 'GRAV_4' // s$  // 4
05A9: s$6236[5] = 'GRAV_5' // s$  // 5
05A9: s$6236[6] = 'GRAV_6' // s$  // 6
05A9: s$6236[7] = 'GRAV_7' // s$  // 7
05A9: s$6236[8] = 'GRAV_8' // s$  // 8
05A9: s$6236[9] = 'GRAV_9' // s$  // 9
05A9: s$6236[10] = 'GRAV_A' // s$  // A
05A9: s$6236[11] = 'GRAV_B' // s$  // B
05A9: s$6236[12] = 'GRAV_C' // s$  // C
05A9: s$6236[13] = 'GRAV_D' // s$  // D
05A9: s$6236[14] = 'GRAV_E' // s$  // E
05A9: s$6236[15] = 'GRAV_F' // s$  // F
05A9: s$6236[16] = 'GRAV_G' // s$  // G
05A9: s$6236[17] = 'GRAV_H' // s$  // H
05A9: s$6236[18] = 'GRAV_I' // s$  // I
05A9: s$6236[19] = 'GRAV_J' // s$  // J
05A9: s$6236[20] = 'GRAV_K' // s$  // K
05A9: s$6236[21] = 'GRAV_L' // s$  // L
05A9: s$6236[22] = 'GRAV_M' // s$  // M
05A9: s$6236[23] = 'GRAV_N' // s$  // N
05A9: s$6236[24] = 'GRAV_O' // s$  // O
05A9: s$6236[25] = 'GRAV_P' // s$  // P
05A9: s$6236[26] = 'GRAV_Q' // s$  // Q
05A9: s$6236[27] = 'GRAV_R' // s$  // R
05A9: s$6236[28] = 'GRAV_S' // s$  // S
05A9: s$6236[29] = 'GRAV_T' // s$  // T
05A9: s$6236[30] = 'GRAV_U' // s$  // U
05A9: s$6236[31] = 'GRAV_V' // s$  // V
05A9: s$6236[32] = 'GRAV_W' // s$  // W
05A9: s$6236[33] = 'GRAV_X' // s$  // X
05A9: s$6236[34] = 'GRAV_Y' // s$  // Y
05A9: s$6236[35] = 'GRAV_Z' // s$  // Z
05A9: s$6236[36] = 'GRAV_PE' // s$  // .
$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$6236[12] // s$ 
05A9: s$2102[0] = s$6236[36] // s$ 
05A9: s$2122[0] = s$6236[36] // s$ 
$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 direction_offset_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:   is_keyboard_key_pressed 49 
else_jump @GRAV_3667 
51@ += 1 

:GRAV_3667
0494: get_joystick 0 direction_offset_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: set_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~ Back

:GRAV_6524
jump @GRAV_2200 

:GRAV_6531
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
return 

:GRAV_6551
040D: unload_wav 4 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
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_fadeout 1 
0391: release_textures 
$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: set_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: set_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: set_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: set_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 += frame_delta_time * 1.0 // (float) 

:GRAV_10397
if 
  20.0 > $6205 
else_jump @GRAV_10428 
0078: $6205 += frame_delta_time * 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 -= frame_delta_time * 0.05 // (float) 

:GRAV_10494
0086: $6440 = $6204 // (float) 
$6440 /= 16.0 
0080: $6204 -= frame_delta_time * $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 += frame_delta_time * $6440 // (float) 
007A: $6202 += frame_delta_time * $6204 // (float) 
if 
  $6209 == 0 
else_jump @GRAV_10651 
if 
  $6205 > -20.0 
else_jump @GRAV_10651 
007E: $6205 -= frame_delta_time * 0.05 // (float) 

:GRAV_10651
0080: $6203 -= frame_delta_time * $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 += frame_delta_time * $6204 // (float) 
007A: $6203 += frame_delta_time * $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($6402,10s) // s$ 
05A9: $2102($6401,10s) = $2102($6402,10s) // s$ 
05A9: $2122($6401,10s) = $2122($6402,10s) // s$ 
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 direction_offset_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($6310,37s) // s$ 
05A9: $2102($6398,10s) = s$6236[10] // s$ 
05A9: $2122($6398,10s) = s$6236[10] // s$ 
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($6310,37s) // s$ 
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($6310,37s) // s$ 
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: set_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: set_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$6236[23] // s$ 
05A9: $2102($6406,10s) = s$6236[15] // s$ 
05A9: $2122($6406,10s) = s$6236[36] // s$ 
$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$6236[18] // s$ 
05A9: $2102($6406,10s) = s$6236[22] // s$ 
05A9: $2122($6406,10s) = s$6236[34] // s$ 
$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$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[21] // s$ 
$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$6236[12] // s$ 
05A9: $2102($6406,10s) = s$6236[20] // s$ 
05A9: $2122($6406,10s) = s$6236[27] // s$ 
$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$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[11] // s$ 
05A9: $2122($6406,10s) = s$6236[25] // s$ 
$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$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[31] // s$ 
$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$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[24] // s$ 
05A9: $2122($6406,10s) = s$6236[13] // s$ 
$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$6236[28] // s$ 
05A9: $2102($6406,10s) = s$6236[19] // s$ 
05A9: $2122($6406,10s) = s$6236[21] // s$ 
$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$6236[28] // s$ 
05A9: $2102($6406,10s) = s$6236[29] // s$ 
05A9: $2122($6406,10s) = s$6236[14] // s$ 
$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$6236[19] // s$ 
05A9: $2102($6406,10s) = s$6236[30] // s$ 
05A9: $2122($6406,10s) = s$6236[13] // s$ 
$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$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[22] // s$ 
05A9: $2122($6406,10s) = s$6236[11] // s$ 
$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$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[28] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
$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$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[28] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
$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$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[13] // s$ 
05A9: $2122($6406,10s) = s$6236[34] // s$ 
$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$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
$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$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
$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$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[23] // s$ 
$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$6236[11] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[10] // s$ 
$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$6236[11] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[33] // s$ 
$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$6236[21] // s$ 
05A9: $2102($6406,10s) = s$6236[24] // s$ 
05A9: $2122($6406,10s) = s$6236[30] // s$ 
$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$6236[19] // s$ 
05A9: $2102($6406,10s) = s$6236[23] // s$ 
05A9: $2122($6406,10s) = s$6236[24] // s$ 
$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$6236[22] // s$ 
05A9: $2102($6406,10s) = s$6236[34] // s$ 
05A9: $2122($6406,10s) = s$6236[29] // s$ 
$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$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[15] // s$ 
$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$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[17] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
$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$6236[22] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[24] // s$ 
$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$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[15] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
$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$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[27] // s$ 
05A9: $2122($6406,10s) = s$6236[22] // s$ 
$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$6236[10] // s$ 
05A9: $2102($6406,10s) = s$6236[36] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
$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$6236[27] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[12] // s$ 
$6437 = 1 
jump @GRAV_16175 

:GRAV_16168
jump @GRAV_13469 

:GRAV_16175
return 

//-------------Mission 5---------------
// Originally: Video Game: Go Go Space Monkey

: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' // @s = 'short'  // Rocinante
05AA: 99@s = 'HORS__2' // @s = 'short'  // Little Bishop
05AA: 101@s = 'HORS__3' // @s = 'short'  // Schlong Odds
05AA: 103@s = 'HORS__4' // @s = 'short'  // Money Shot
05AA: 105@s = 'HORS__5' // @s = 'short'  // Crack Horse
05AA: 107@s = 'HORS__6' // @s = 'short'  // Buckmelad
05AA: 109@s = 'HORS__7' // @s = 'short'  // Skittery Trots
05AA: 111@s = 'HORS__8' // @s = 'short'  // Pebbledash
05AA: 113@s = 'HORS__9' // @s = 'short'  // Neigh Bother
05AA: 115@s = 'HORS_10' // @s = 'short'  // Pillow Biter
05AA: 117@s = 'HORS_11' // @s = 'short'  // Hot Pants
05AA: 119@s = 'HORS_12' // @s = 'short'  // Dong Johnson
05AA: 121@s = 'HORS_13' // @s = 'short'  // Reef's Folly
05AA: 123@s = 'HORS_14' // @s = 'short'  // Falkirk Boy
05AA: 125@s = 'HORS_15' // @s = 'short'  // No Wasps
05AA: 127@s = 'HORS_16' // @s = 'short'  // Jackson's Lad
05AA: 129@s = 'HORS_17' // @s = 'short'  // Ring of Fire
05AA: 131@s = 'HORS_18' // @s = 'short'  // Kelly's Boy
05AA: 133@s = 'HORS_19' // @s = 'short'  // Peking Twister
05AA: 135@s = 'HORS_20' // @s = 'short'  // Spam Javelin
05AA: 137@s = 'HORS_21' // @s = 'short'  // Love Torpedo
05AA: 139@s = 'HORS_22' // @s = 'short'  // Mary Hinge
05AA: 141@s = 'HORS_23' // @s = 'short'  // Billy Sastard
05AA: 143@s = 'HORS_24' // @s = 'short'  // Clown's Pocket
05AA: 145@s = 'HORS_25' // @s = 'short'  // Wizard's Sleeve
05AA: 147@s = 'HORS_26' // @s = 'short'  // Bolt Shooter
05AA: 149@s = 'HORS_27' // @s = 'short'  // Panhandle
05AA: 151@s = 'HORS_28' // @s = 'short'  // Dundee Ned
05AA: 153@s = 'HORS_29' // @s = 'short'  // Collar & Cuffs
05AA: 155@s = 'HORS_30' // @s = 'short'  // Mouse's Ear
05AA: 157@s = 'HORS_31' // @s = 'short'  // Biffin's Bridge
05AA: 159@s = 'HORS_32' // @s = 'short'  // Pebble Dasher
05AA: 161@s = 'HORS_33' // @s = 'short'  // Love Truncheon
05AA: 163@s = 'HORS_34' // @s = 'short'  // Silvery Tear
05AA: 165@s = 'HORS_35' // @s = 'short'  // Beanflicker
05AA: 167@s = 'HORS_36' // @s = 'short'  // Backdoor Bandit
05AA: 169@s = 'HORS_37' // @s = 'short'  // Ginger Witch
05AA: 171@s = 'HORS_38' // @s = 'short'  // Knob Polisher
05AA: 173@s = 'HORS_39' // @s = 'short'  // Stool Pigeon
05AA: 175@s = 'HORS_40' // @s = 'short'  // Vinegar Stroke
05AA: 177@s = 'HORS_41' // @s = 'short'  // Knuckle Shuffle
05AA: 179@s = 'HORS_42' // @s = 'short'  // Flaps Ahoy
05AA: 181@s = 'HORS_43' // @s = 'short'  // Henrik's Jaw
05AA: 183@s = 'HORS_44' // @s = 'short'  // One-eyed Warrior
05AA: 185@s = 'HORS_45' // @s = 'short'  // Brown Eyed Girl
05AA: 187@s = 'HORS_46' // @s = 'short'  // Handy Shandy
05AA: 189@s = 'HORS_47' // @s = 'short'  // Pearl's Necklace
05AA: 191@s = 'HORS_48' // @s = 'short'  // Wee Crunchie
05AA: 193@s = 'HORS_49' // @s = 'short'  // Mackem Delight
05AA: 195@s = 'HORS_50' // @s = 'short'  // Gypsy's Cat
05AA: 197@s = 'HORS_51' // @s = 'short'  // Fairy Hammok
05AA: 199@s = 'HORS_52' // @s = 'short'  // Yoghurt Cannon
05AA: 201@s = 'HORS_53' // @s = 'short'  // Chocolate Starfish
05AA: 203@s = 'HORS_54' // @s = 'short'  // Dr Boogie
05AA: 205@s = 'HORS_55' // @s = 'short'  // Split Kipper
05AA: 207@s = 'HORS_56' // @s = 'short'  // Camel's Toe
05AA: 209@s = 'HORS_57' // @s = 'short'  // Monkeys Thumb
05AA: 211@s = 'HORS_58' // @s = 'short'  // Slap & Tickle
05AA: 213@s = 'HORS_59' // @s = 'short'  // Ochayethenoo
05AA: 215@s = 'HORS_60' // @s = 'short'  // Love Lips
05AA: 217@s = 'HORS_61' // @s = 'short'  // Sausage Sandwich
05AA: 219@s = 'HORS_62' // @s = 'short'  // Wet Cabbage
05AA: 221@s = 'HORS_63' // @s = 'short'  // Bronx Cheer
05AA: 223@s = 'HORS_64' // @s = 'short'  // The Angry Captain
05AA: 225@s = 'HORS_65' // @s = 'short'  // Beef Bandito
05AA: 227@s = 'HORS_66' // @s = 'short'  // Fingers and Tops
05AA: 229@s = 'HORS_67' // @s = 'short'  // Shatner's Bassoon
05AA: 231@s = 'HORS_68' // @s = 'short'  // Chocolate Channel
05AA: 233@s = 'HORS_69' // @s = 'short'  // Tunnel Tester
05AA: 235@s = 'HORS_70' // @s = 'short'  // Jocks Away
05AA: 237@s = 'HORS_71' // @s = 'short'  // New Jock City
05AA: 239@s = 'HORS_72' // @s = 'short'  // Salt 'n' Sauce
05AA: 241@s = 'HORS_73' // @s = 'short'  // Haway the Lads
05AA: 243@s = 'HORS_74' // @s = 'short'  // Five Finger Splay
05AA: 245@s = 'HORS_75' // @s = 'short'  // Bishop Basher
05AA: 247@s = 'HORS_76' // @s = 'short'  // Scotland Nil
05AA: 249@s = 'HORS_77' // @s = 'short'  // Tummy Squeaker
05AA: 251@s = 'HORS_78' // @s = 'short'  // Tagnut
05AA: 253@s = 'HORS_79' // @s = 'short'  // Dead Lemon
05AA: 255@s = 'HORS_80' // @s = 'short'  // Arthur or Martha
05AA: 257@s = 'HORS_81' // @s = 'short'  // Bankrupt Rage
05AA: 259@s = 'HORS_82' // @s = 'short'  // Jockstar
05AA: 261@s = 'HORS_83' // @s = 'short'  // Smellyama
05AA: 263@s = 'HORS_84' // @s = 'short'  // Fish Supper
05AA: 265@s = 'HORS_85' // @s = 'short'  // Spicy Mushroom
05AA: 267@s = 'HORS_86' // @s = 'short'  // Bronson
05AA: 269@s = 'HORS_87' // @s = 'short'  // Uphill Gardener
05AA: 271@s = 'HORS_88' // @s = 'short'  // Scotland's Shite
05AA: 273@s = 'HORS_89' // @s = 'short'  // Accept the Length
05AA: 275@s = 'HORS_90' // @s = 'short'  // Cock Soup
05AA: 277@s = 'HORS_91' // @s = 'short'  // Flange Spanner
05AA: 279@s = 'HORS_92' // @s = 'short'  // Chunder Munchkin
05AA: 281@s = 'HORS_93' // @s = 'short'  // Stained Rigid
05AA: 283@s = 'HORS_94' // @s = 'short'  // Hardly Flanged
05AA: 285@s = 'HORS_95' // @s = 'short'  // Melancholy Thatch
05AA: 287@s = 'HORS_96' // @s = 'short'  // Holy Colon
05AA: 289@s = 'HORS_97' // @s = 'short'  // Chutney Bunker
05AA: 291@s = 'HORS_98' // @s = 'short'  // Biffen's Bridge
05AA: 293@s = 'HORS_99' // @s = 'short'  // Tunky Packer
05AA: 295@s = 'HORS100' // @s = 'short'  // Pearly Droplets
05AA: 297@s = 'HORS101' // @s = 'short'  // Facial Lancer
05AA: 299@s = 'HORS102' // @s = 'short'  // Cunning Lingus
05AA: 301@s = 'HORS103' // @s = 'short'  // Juice Trigger
05AA: 303@s = 'HORS104' // @s = 'short'  // Syphilitic Meat
05AA: 305@s = 'HORS105' // @s = 'short'  // Venereal Dodger
05AA: 307@s = 'HORS106' // @s = 'short'  // Horse Feathers
05AA: 309@s = 'HORS107' // @s = 'short'  // Rump Rider
05AA: 311@s = 'HORS108' // @s = 'short'  // McTagnut & Fries
05AA: 313@s = 'HORS109' // @s = 'short'  // Dildonut & Burdock
05AA: 315@s = 'HORS110' // @s = 'short'  // Barkers Eggs
05AA: 317@s = 'HORS111' // @s = 'short'  // Cheesy Hornblower
05AA: 319@s = 'HORS112' // @s = 'short'  // Turbot Tornado
05AA: 321@s = 'HORS113' // @s = 'short'  // Cauliflower Arse
05AA: 323@s = 'HORS114' // @s = 'short'  // Air Biscuit
05AA: 325@s = 'HORS115' // @s = 'short'  // Gentlemans Relish
05AA: 327@s = 'HORS116' // @s = 'short'  // Diddy Ride
05AA: 329@s = 'HORS117' // @s = 'short'  // Purple Love
05AA: 331@s = 'HORS118' // @s = 'short'  // Shoot Me
05AA: 333@s = 'HORS119' // @s = 'short'  // Reeves' Revenge
05AA: 335@s = 'HORS120' // @s = 'short'  // Kinnears' Demise
05AA: 337@s = 'HORS121' // @s = 'short'  // Cocoa Shunter
05AA: 339@s = 'HORS122' // @s = 'short'  // Reverse Cowgirl
05AA: 341@s = 'HORS123' // @s = 'short'  // Lord Lucan
05AA: 343@s = 'HORS124' // @s = 'short'  // Pygmies Cocque
05AA: 345@s = 'HORS125' // @s = 'short'  // Jauques Yerlot
05AA: 347@s = 'HORS126' // @s = 'short'  // Saddam's Madam
05AA: 349@s = 'HORS127' // @s = 'short'  // Kohl Bunker
05AA: 351@s = 'HORS128' // @s = 'short'  // Tight Brown
05AA: 353@s = 'HORS129' // @s = 'short'  // Loose Pink
05AA: 355@s = 'HORS130' // @s = 'short'  // Wet Circle
05AA: 357@s = 'HORS131' // @s = 'short'  // Axe Wound
05AA: 359@s = 'HORS132' // @s = 'short'  // Donner's Kebab
05AA: 361@s = 'HORS133' // @s = 'short'  // Funbags
05AA: 363@s = 'HORS134' // @s = 'short'  // That's Bollocks
05AA: 365@s = 'HORS135' // @s = 'short'  // Cryptorchid
05AA: 367@s = 'HORS136' // @s = 'short'  // Neutered Nik
05AA: 369@s = 'HORS137' // @s = 'short'  // Duthie's Boy
05AA: 371@s = 'HORS138' // @s = 'short'  // Run Away Jay
05AA: 373@s = 'HORS139' // @s = 'short'  // Chunky Colt
05AA: 375@s = 'HORS140' // @s = 'short'  // Sarwar's Spray
05AA: 377@s = 'HORS141' // @s = 'short'  // Filshie's Filly
05AA: 379@s = 'HORS142' // @s = 'short'  // Mr Winky
05AA: 381@s = 'HORS143' // @s = 'short'  // Lush Gush
05AA: 383@s = 'HORS144' // @s = 'short'  // Gary's Gelding
05AA: 385@s = 'HORS145' // @s = 'short'  // White Hinny
05AA: 387@s = 'HORS146' // @s = 'short'  // Bush Bandit
05AA: 389@s = 'HORS147' // @s = 'short'  // Monkey Puss
05AA: 391@s = 'HORS148' // @s = 'short'  // Tester Turd
05AA: 393@s = 'HORS149' // @s = 'short'  // Perverted Preacher
05AA: 395@s = 'HORS150' // @s = 'short'  // Hairy Dyke
05AA: 397@s = 'HORS151' // @s = 'short'  // Wong's Wang
05AA: 399@s = 'HORS152' // @s = 'short'  // 2nd Hand Sock
05AA: 401@s = 'HORS153' // @s = 'short'  // Weasel Burglar
05AA: 403@s = 'HORS154' // @s = 'short'  // Les Long
05AA: 405@s = 'HORS155' // @s = 'short'  // Priapism Willie
05AA: 407@s = 'HORS156' // @s = 'short'  // Dead Wipe
05AA: 409@s = 'HORS157' // @s = 'short'  // Up The Dumper
05AA: 411@s = 'HORS158' // @s = 'short'  // Sterilized Steed
05AA: 413@s = 'HORS159' // @s = 'short'  // Bloated Bag
05AA: 415@s = 'HORS160' // @s = 'short'  // Duck My Sick
05AA: 417@s = 'HORS161' // @s = 'short'  // Watery Passage
05AA: 419@s = 'HORS162' // @s = 'short'  // Piddle in Perspex
05AA: 421@s = 'HORS163' // @s = 'short'  // Embryo Enticed
05AA: 423@s = 'HORS164' // @s = 'short'  // Barnton Bellbanger
05AA: 425@s = 'HORS165' // @s = 'short'  // Cheesy Chode
05AA: 427@s = 'HORS166' // @s = 'short'  // Love Burglar
05AA: 429@s = 'HORS167' // @s = 'short'  // 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: set_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~ Select
033E: set_draw_text_position 454@ 395.7635 GXT 'XSELECT'  // ~k~~PED_SPRINT~ Select
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~ Exit
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIEXIT'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
jump @OTB_4115 

:OTB_4082
09FD: get_gxt_string 'TRIBACK' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~ Back
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIBACK'  // ~k~~VEHICLE_ENTER_EXIT~ Back

: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'  // Movement Controls Navigate
jump @OTB_4223 

:OTB_4204
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNAV'  // Movement Controls Navigate

:OTB_4223
96@ = Player.Money($PLAYER_CHAR)
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.4753 2.2289 
0342: set_text_draw_centered 1 
045A: draw_text_1number 508.6669 18.0933 GXT 'YOURCSH' number 96@  // YOUR CASH: $~1~
0494: get_joystick 0 direction_offset_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: set_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: set_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 // == constant 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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: set_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'  // PLACE BET
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.8 3.3297 
0342: set_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_textures 
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) -= frame_delta_time * 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) += frame_delta_time * 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) += frame_delta_time * 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@ -= frame_delta_time * 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: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 1 
033E: set_draw_text_position 559@ 560@ GXT 'YOURHSE'  // Your Horse:
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: set_text_draw_align_justify 0 
03E4: set_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'  // Your Horse:

:OTB_12267
0087: 559@ = 586@ // (float) 
559@ -= -170.5457 
0087: 560@ = 558@ // (float) 
560@ -= 63.4833 
gosub @OTB_13568 
03E4: set_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'  // 1st

:OTB_12467
if 
  534@(460@,5i) == 2 
else_jump @OTB_12510 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'SECOND'  // 2nd

:OTB_12510
if 
  534@(460@,5i) == 3 
else_jump @OTB_12553 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'THIRD'  // 3rd

: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~th

: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@  // STAKE: $~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@  // WON: $~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: set_text_draw_centered 1 
033E: set_draw_text_position 330.2087 403.5891 GXT 'XTOCONT'  // Press ~k~~PED_SPRINT~ to continue.
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_textures 
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@ -= frame_delta_time * 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: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_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 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 6---------------
// Originally: Video Game: Let's Get Ready To Bumble

: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:   is_keyboard_key_just_pressed 129 
else_jump @POOL2_1476 
208@ += -0.0001 

:POOL2_1476
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @POOL2_1502 
208@ += 0.0001 

:POOL2_1502
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @POOL2_1528 
210@ += -0.0001 

:POOL2_1528
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @POOL2_1554 
210@ += 0.0001 

:POOL2_1554
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @POOL2_1580 
209@ += -0.0001 

:POOL2_1580
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @POOL2_1606 
209@ += 0.0001 

:POOL2_1606
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @POOL2_1632 
211@ += -0.0001 

:POOL2_1632
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @POOL2_1658 
211@ += 0.0001 

:POOL2_1658
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_2222 
03A9: save_newline_to_debug_file 
05B6: 13 // EDIT_X1 = 
03A8: save_float_to_debug_file 208@ 
03A9: save_newline_to_debug_file 
05B6: 14 // EDIT_Y1 = 
03A8: save_float_to_debug_file 210@ 
03A9: save_newline_to_debug_file 
05B6: 15 // EDIT_X2 = 
03A8: save_float_to_debug_file 209@ 
03A9: save_newline_to_debug_file 
05B6: 16 // EDIT_Y2 = 
03A8: save_float_to_debug_file 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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 65 
else_jump @POOL2_5408 
if 
  219@ == 1 
else_jump @POOL2_5378 
219@ = 0 
0662: printstring "CHEAT_PLAYER1_NOT_HUMAN" 
jump @POOL2_5408 

:POOL2_5378
219@ = 1 
0662: printstring "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: create_pool_table_collision_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 "POOL" framedelta 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: set_unused_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$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1' // s$  // ~z~Let's make a little wager.
04AE: $ACTOR_SPEECH_WAV_FILE = 31600 // = constant 
jump @POOL2_7335 

:POOL2_7277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2' // s$  // ~z~Game of pool ain't the same without a little money involved.
04AE: $ACTOR_SPEECH_WAV_FILE = 31601 // = constant 
jump @POOL2_7335 

:POOL2_7306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3' // s$  // ~z~Show me the color of your money
04AE: $ACTOR_SPEECH_WAV_FILE = 31602 // = constant 
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$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4' // s$  // ~z~I'll only play you if you want to make it interesting.
04AE: $ACTOR_SPEECH_WAV_FILE = 31603 // = constant 
jump @POOL2_7520 

:POOL2_7462
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5' // s$  // ~z~You want to place a small wager?
04AE: $ACTOR_SPEECH_WAV_FILE = 31604 // = constant 
jump @POOL2_7520 

:POOL2_7491
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6' // s$  // ~z~C'mon, put your money where your mouth is playa.
04AE: $ACTOR_SPEECH_WAV_FILE = 31605 // = constant 
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~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
$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: set_unused_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: AS_actor 164@ clear_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 // = constant 
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 "POOL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 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: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if or
04A4:   39@ == 7 // == constant 
  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@ direction_offset_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@ XYZ_rotation 0.0 0.0 $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: set_object 238@ draw_last 1 
jump @POOL2_12615 

:POOL2_12594
Object.ToggleInMovingList(238@) = False
Object.CollisionDetection(238@) = False
0418: set_object 238@ draw_last 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@ direction_offset_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@ XYZ_rotation 0.0 0.0 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@ XYZ_rotation 242@ 0.0 $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:   is_keyboard_key_just_pressed 131 
else_jump @POOL2_14447 
242@ += 0.5 

:POOL2_14447
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @POOL2_14473 
242@ += -0.5 

:POOL2_14473
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @POOL2_14498 
243@ += 0.001 

:POOL2_14498
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @POOL2_14523 
243@ += -0.001 

:POOL2_14523
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @POOL2_14549 
244@ += 0.0001 

:POOL2_14549
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @POOL2_14575 
244@ += -0.0001 

:POOL2_14575
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_15002 
03A9: save_newline_to_debug_file 
05B6: 17 // BUTT_ANGLE = 
03A8: save_float_to_debug_file 242@ 
03A9: save_newline_to_debug_file 
05B6: 18 // RAISE_CUE = 
03A8: save_float_to_debug_file 243@ 
03A9: save_newline_to_debug_file 
05B6: 19 // CUE_X_CORRECTION = 
03A8: save_float_to_debug_file 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:   is_keyboard_key_pressed 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@ direction_offset_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 "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" IFP "POOL" framedelta 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 "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_MED_SHOT" IFP "POOL" framedelta 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 "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" IFP "POOL" framedelta 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 "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" IFP "POOL" framedelta 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: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if 
84A4:   not  39@ == 7 // == constant 
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: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if and
84A4:   not  39@ == 7 // == constant 
  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 "POOL" framedelta 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'  // Use the view controls to strike the cue ball.~N~Use the movement controls to position cue tip.~N~~k~~VEHICLE_ENTER_EXIT~ Back to aiming.

: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@ sphere 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@ sphere 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@ = sine $TEMPVAR_ANGLE // (float) 
0087: 169@ = 42@ // (float) 
169@ *= -1.0 
02F7: 42@ = cosine $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: save_newline_to_debug_file 
05B6: 20 // CUE BALL DATA = 
03A8: save_float_to_debug_file 249@ 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A8: save_float_to_debug_file $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 "POOL" framedelta 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 // = constant 
jump @POOL2_23341 

:POOL2_23334
04AF: 180@ = 0 // = constant 

: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 // = constant 
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 // = constant 
jump @POOL2_23539 

:POOL2_23532
04AF: 180@ = 0 // = constant 

: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 // = constant 
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 // = constant 
jump @POOL2_23737 

:POOL2_23730
04AF: 180@ = 0 // = constant 

: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 // = constant 
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 // = constant 
jump @POOL2_23935 

:POOL2_23928
04AF: 180@ = 0 // = constant 

: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 // = constant 
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 // = constant 
jump @POOL2_24133 

:POOL2_24126
04AF: 180@ = 0 // = constant 

: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 // = constant 
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 // = constant 
jump @POOL2_24391 

:POOL2_24384
04AF: 180@ = 0 // = constant 

: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 // = constant 
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~ Continue.

:POOL2_24526
jump @POOL2_24580 

:POOL2_24533
if 
04A4:   180@ == 0 // == constant 
else_jump @POOL2_24569 
0512: show_permanent_text_box 'PL_H8'  // Player 1 press ~k~~PED_SPRINT~ to continue.
jump @POOL2_24580 

:POOL2_24569
0512: show_permanent_text_box 'PL_H9'  // Player 2 press ~k~~PED_SPRINT~ to continue.

: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  // Player 1 Wins!
jump @POOL2_25305 

:POOL2_25289
00BA: show_text_styled GXT 'PL_09' time 5000 style 1  // Player 2 Wins!

: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: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 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: set_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: clear_object 82@(39@,16i) last_weapon_damage 

:POOL2_27499
39@ += 1 
jump @POOL2_27134 

:POOL2_27513
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @POOL2_27604 
if 
  129@ == 1 
else_jump @POOL2_27579 
129@ = 0 
0662: printstring "OUTPUT_TEXT_OFF" 
jump @POOL2_27604 

:POOL2_27579
129@ = 1 
0662: printstring "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: create_pool_table_collision_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:   is_keyboard_key_just_pressed 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@ XYZ_rotation 0.0 0.0 $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@ += frame_delta_time * 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 // @ == $ (int) 
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: get_actor 358@ task 1560 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // == constant 
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 "POOL" framedelta 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: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 21 // BALL 
03A7: save_int_to_debug_file 366@ 

:POOL2_34392
367@ = 0 

:POOL2_34399
if 
  6 > 367@ 
else_jump @POOL2_37197 
if 
  129@ == 1 
else_jump @POOL2_34572 
03A9: save_newline_to_debug_file 
05B6: 22 // POCKET 
03A7: save_int_to_debug_file 367@ 

:POOL2_34572
0085: 516@ = 82@(366@,16i) // (int) 
0085: 517@ = 367@ // (int) 
gosub @POOL2_48775 
if 
  129@ == 1 
else_jump @POOL2_34754 
03A9: save_newline_to_debug_file 
05B6: 23 //  REQUIRED ANGLE = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 24 //  POCKET_PATH_SCORE = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 25 //  POCKET_DIST_SCORE = 
03A8: save_float_to_debug_file 475@ 

:POOL2_35284
476@ = 90.0 
0063: 476@ -= 519@ // (float) 
476@ /= 90.0 
if 
  129@ == 1 
else_jump @POOL2_35467 
03A9: save_newline_to_debug_file 
05B6: 26 //  POCKET_ANGLE_SCORE = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
05B6: 28 //  CUE_PATH_SCORE = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 29 //  CUE_DIST_SCORE = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 30 // POOL AI POTENTIAL SHOT SCORES

:POOL2_38480
if 
  6 > 366@ 
else_jump @POOL2_41804 
if 
  129@ == 1 
else_jump @POOL2_38794 
03A9: save_newline_to_debug_file 
05B6: 31 // POCKET
03A7: save_int_to_debug_file 366@ 
03A9: save_newline_to_debug_file 
05B6: 32 // BALL 01 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 33 // BALL 02 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 34 // BALL 03 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 35 // BALL 04 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 36 // BALL 05 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 37 // BALL 06 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 38 // BALL 07 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 39 // BALL 08 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 40 // BALL 09 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 41 // BALL 10 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 42 // BALL 11 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 43 // BALL 12 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 44 // BALL 13 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 45 // BALL 14 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 46 // BALL 15 = 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 

: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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
05B6: 55 //     BALL OBSTRUCTING PATH (TOO CLOSE TO TARGET DESTINATION) = 
03A7: save_int_to_debug_file 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@ = sine 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: save_newline_to_debug_file 
05B6: 56 //     BALL OBSTRUCTING PATH (OVERLAPPING PATH) = 
03A7: save_int_to_debug_file 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@ and 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@ and 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@ and 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@ and 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: save_newline_to_debug_file 
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: save_newline_to_debug_file 
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@ and 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@ and 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@ and 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@ and 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@ direction_offset_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  // Wager
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'  // Total Wager
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 Wager
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 Wager
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'  // Player 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'  // Solids

:POOL2_55000
if 
  217@ == 1 
else_jump @POOL2_55039 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_55039
if 
  217@ == -1 
else_jump @POOL2_55078 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_55078
if 
  217@ == 2 
else_jump @POOL2_55117 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

: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'  // Player 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'  // Solids

:POOL2_55259
if 
  218@ == 1 
else_jump @POOL2_55298 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_55298
if 
  218@ == -1 
else_jump @POOL2_55337 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_55337
if 
  218@ == 2 
else_jump @POOL2_55376 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

: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'  // Missed all balls
jump @POOL2_55689 

:POOL2_55549
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL2'  // Hit wrong ball first!
jump @POOL2_55689 

:POOL2_55577
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL3'  // Pocketed white!
jump @POOL2_55689 

:POOL2_55605
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL4'  // Pocketed wrong color!
jump @POOL2_55689 

:POOL2_55633
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL5'  // Pocketed black out of turn!
jump @POOL2_55689 

:POOL2_55661
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL6'  // No balls hit the rail!
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'  // Pocketed Ball!
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'  // Pocketed Balls!
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:   is_keyboard_key_just_pressed 131 
0736:   is_keyboard_key_just_pressed 87 
else_jump @POOL2_56258 
621@ += 1.0 

:POOL2_56258
if or
0736:   is_keyboard_key_just_pressed 130 
0736:   is_keyboard_key_just_pressed 90 
else_jump @POOL2_56288 
621@ += -1.0 

:POOL2_56288
if or
0736:   is_keyboard_key_just_pressed 128 
0736:   is_keyboard_key_just_pressed 68 
else_jump @POOL2_56318 
620@ += 1.0 

:POOL2_56318
if or
0736:   is_keyboard_key_just_pressed 129 
0736:   is_keyboard_key_just_pressed 65 
else_jump @POOL2_56348 
620@ += -1.0 

:POOL2_56348
if or
0736:   is_keyboard_key_just_pressed 145 
0736:   is_keyboard_key_just_pressed 87 
else_jump @POOL2_56378 
624@ += 1.0 

:POOL2_56378
if or
0736:   is_keyboard_key_just_pressed 139 
0736:   is_keyboard_key_just_pressed 90 
else_jump @POOL2_56408 
624@ += -1.0 

:POOL2_56408
if or
0736:   is_keyboard_key_just_pressed 143 
0736:   is_keyboard_key_just_pressed 68 
else_jump @POOL2_56438 
625@ += 1.0 

:POOL2_56438
if or
0736:   is_keyboard_key_just_pressed 141 
0736:   is_keyboard_key_just_pressed 65 
else_jump @POOL2_56468 
625@ += -1.0 

:POOL2_56468
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_57032 
03A9: save_newline_to_debug_file 
05B6: 61 // BALL_SPRITE_HEIGHT = 
03A8: save_float_to_debug_file 621@ 
03A9: save_newline_to_debug_file 
05B6: 62 // BALL_SPRITE_WIDTH = 
03A8: save_float_to_debug_file 620@ 
03A9: save_newline_to_debug_file 
05B6: 63 // NIB_SPRITE_HEIGHT = 
03A8: save_float_to_debug_file 624@ 
03A9: save_newline_to_debug_file 
05B6: 64 // NIB_SPRITE_WIDTH = 
03A8: save_float_to_debug_file 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'  // Use movement controls to aim the cue.~N~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change view. ~N~~k~~PED_SPRINT~ Proceed to shooting.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to quit.
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~ Display information.
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'  // Player 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'  // Solids

:POOL2_57440
if 
  217@ == 1 
else_jump @POOL2_57479 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_57479
if 
  217@ == -1 
else_jump @POOL2_57518 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_57518
if 
  217@ == 2 
else_jump @POOL2_57557 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

: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'  // Player 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'  // Solids

:POOL2_57699
if 
  218@ == 1 
else_jump @POOL2_57738 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_13'  // Stripes

:POOL2_57738
if 
  218@ == -1 
else_jump @POOL2_57777 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_15'  // Open Table

:POOL2_57777
if 
  218@ == 2 
else_jump @POOL2_57816 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_14'  // Black

: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:   is_keyboard_key_just_pressed 67 
else_jump @POOL2_58526 
648@ += 1 
if 
  648@ > 5 
else_jump @POOL2_58508 
648@ = 0 

:POOL2_58508
0663: printint "SCREEN_EDIT" 648@ 

:POOL2_58526
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @POOL2_58556 
642@(648@,6f) += -0.1 

:POOL2_58556
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @POOL2_58586 
642@(648@,6f) += 0.1 

:POOL2_58586
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @POOL2_58616 
636@(648@,6f) += 0.1 

:POOL2_58616
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @POOL2_58646 
636@(648@,6f) += -0.1 

:POOL2_58646
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_59387 
03A9: save_newline_to_debug_file 
05B6: 65 // POOL - SCREEN_COORDS
03A9: save_newline_to_debug_file 
39@ = 0 

:POOL2_58803
if 
  6 > 39@ 
else_jump @POOL2_59387 
05B6: 66 // SCREEN_COORD_X[
03A7: save_int_to_debug_file 39@ 
05B6: 67 // ] = 
03A8: save_float_to_debug_file 636@(39@,6f) 
03A9: save_newline_to_debug_file 
05B6: 68 // SCREEN_COORD_Y[
03A7: save_int_to_debug_file 39@ 
05B6: 69 // ] = 
03A8: save_float_to_debug_file 642@(39@,6f) 
03A9: save_newline_to_debug_file 
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'  // Use the movement controls to position the cue ball.~N~~k~~PED_SPRINT~ Continue.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to QUIT.
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~ Display information.
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'  // Player 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'  // Solids

:POOL2_59685
if 
  217@ == 1 
else_jump @POOL2_59724 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_59724
if 
  217@ == -1 
else_jump @POOL2_59763 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_59763
if 
  217@ == 2 
else_jump @POOL2_59802 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

: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'  // Player 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'  // Solids

:POOL2_59944
if 
  218@ == 1 
else_jump @POOL2_59983 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_59983
if 
  218@ == -1 
else_jump @POOL2_60022 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_60022
if 
  218@ == 2 
else_jump @POOL2_60061 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

: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: set_text_draw_align_justify 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: set_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: set_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: set_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: set_text_draw_align_justify 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: set_text_draw_align_justify 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: set_text_draw_align_justify 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: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 145 
else_jump @POOL2_60696 

:POOL2_60696
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @POOL2_60722 
203@ += -0.001 

:POOL2_60722
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @POOL2_60748 
204@ += 0.001 

:POOL2_60748
if 
0736:   is_keyboard_key_just_pressed 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 FAILED!
return 

:POOL2_60794
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:POOL2_60828
08F6: restore_player_group 
09D8: NOP 0 
0A3F: set_unused_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: AS_actor $9458 clear_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 $PLAYER_ACTOR onbone_attached_object_operation 0 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, PoolCue, 9999)

: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: AS_actor $PLAYER_ACTOR clear_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: 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@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = sine $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: save_newline_to_debug_file 
05B6: 70 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0463: 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: save_newline_to_debug_file 
05B6: 71 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
return 
0454: 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@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = sine $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: save_newline_to_debug_file 
05B6: 72 // FIXED_CAMERA_POSITION - OFFSET FROM CHAR = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0463: 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: save_newline_to_debug_file 
05B6: 73 // CAMERA_POINT_AT -       OFFSET FROM CHAR = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
return 

//-------------Mission 7---------------
// Originally: Video Game: Inside Track Betting

: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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 80 
else_jump @LOWR_495 
gosub @LOWR_26533 

:LOWR_495
if 
0736:   is_keyboard_key_just_pressed 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@ = -1920.426 
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@ = 1797.996 
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 sphere 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 sphere 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: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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 "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @LOWR_4196 

:LOWR_4155
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4196
jump @LOWR_4244 

:LOWR_4203
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

: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: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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 "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @LOWR_4572 

:LOWR_4531
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4572
jump @LOWR_4620 

:LOWR_4579
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

: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: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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 "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

: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: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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 "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

: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: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_5155 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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 "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

: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: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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 "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

: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: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_5571 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_5687 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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 "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @LOWR_5895 

:LOWR_5854
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5895
jump @LOWR_5943 

:LOWR_5902
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

: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: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_6246 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_6362 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_6478 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
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: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_6785 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.718 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.178 -1919.465 12.3928 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.718 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 179@ 201@ 223@ mode 4 time 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 "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_7110 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_7394 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 181@ 203@ 225@ mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_7503 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_7612 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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~The meeting is dispersing because you messed with one of their cars.
127@ = 1 
43@ = 7 

:LOWR_7768
jump @LOWR_7805 

:LOWR_7775
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
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~The meeting is dispersing because you attacked a group member.
127@ = 1 
43@ = 22 

:LOWR_7944
jump @LOWR_7981 

:LOWR_7951
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
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~The lowrider meeting has dispersed.
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 
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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.MissionCar($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~You need $~1~ to compete.
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~You need a lowrider with hydraulics.
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~You need a lowrider with hydraulics.
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: reset_hydraulics_on_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, -1916.96, 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, -1909.8, 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 "PRTIAL_GNGTLKD" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA' // s$  // ~z~So you think you can lowride? Well let's see what you can do.
04AE: $ACTOR_SPEECH_WAV_FILE = 22808 // = constant 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10588
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB' // s$  // ~z~You up for a bounce, homie?
04AE: $ACTOR_SPEECH_WAV_FILE = 22809 // = constant 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10636
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC' // s$  // ~z~Alright homie let's see if you got what it takes.
04AE: $ACTOR_SPEECH_WAV_FILE = 22810 // = constant 
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, -1908.288, 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~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit
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~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit

: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@ = 1801.32 
191@ = -1916.427 
213@ = 12.4343 
235@ = 83.7398 
170@ = 1798.54 
192@ = -1922.18 
214@ = 12.431 
236@ = 46.5794 
171@ = 1799.49 
193@ = -1920.616 
215@ = 12.4322 
237@ = 46.5794 
172@ = 1787.255 
194@ = -1926.596 
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@ = -1902.138 
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: reset_hydraulics_on_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 "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

: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)
98@ = Actor.CreateAsDriver(Mission2, #VLA3, 73@)
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 // == constant 
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 
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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 apply_brakes_to_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 "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 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:   actor 99@ on_turret_of_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'  // Push the suspension controls in the direction shown.
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(1789.376, -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:   is_keyboard_key_just_pressed 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@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 47@ = sine $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: save_newline_to_debug_file 
05B6: 74 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 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: save_newline_to_debug_file 
05B6: 75 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 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)
98@ = Actor.CreateAsDriver(Mission2, #VLA3, 73@)
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: reset_hydraulics_on_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 "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

: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 > $LOWR_OPPOSITION_POINTS // (int) 
else_jump @LOWR_19713 
273@ *= 2 
01E3: show_text_1number_styled GXT 'WINNER' number 273@ time 5000 style 1  // WINNER!~n~~w~$~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~You lost the lowrider challenge.
37@ = 1 

:LOWR_19736
wait 0 
gosub @LOWR_27192 

:LOWR_19747
gosub @LOWR_23874 
return 

:LOWR_19756
if 
0736:   is_keyboard_key_just_pressed 52 
else_jump @LOWR_19781 
269@ += 0.01 

:LOWR_19781
if 
0736:   is_keyboard_key_just_pressed 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~Your lowrider is history.
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 sphere 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 sphere 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: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_21833 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_21953 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_22300 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
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: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_22648 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_22764 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_22884 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23067 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23183 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23299 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
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: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23415 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23531 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23647 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23756 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_23865 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_24180 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_24296 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_24412 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_24532 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_24652 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_24768 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_24888 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25004 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25120 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25240 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25356 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25476 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25596 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25712 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25828 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_25944 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_26060 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_26176 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_26292 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_26408 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // == constant 
else_jump @LOWR_26524 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: printint "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: printint "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  // Wager
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  // Wager
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'  // This Wager
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 Wager
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 Wager
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: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_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 apply_brakes_to_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 // == constant 
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 8---------------
// Originally: Pool

: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 
$ONMISSION = 1 
0A0E: disable_text_with_style 1 
increment_mission_attempts 
thread 'ZERO5' 
Player.CanMove($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_door 4 
0657: car 35@ open_door 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: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 
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 
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  // TIME ~1~
03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable  // Score ~1~
00BC: show_text_highpriority GXT 'ZER2_45' time 5000 flag 1  // ~s~Destroy as many of Berkley's delivery vans within the time limit as possible!
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:   is_keyboard_key_pressed 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: set_car 34@ engine_operation 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  // Score ~1~
0394: play_music 1 
wait 2000 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
Camera.SetAtPos(-2241.854, 128.3346, 1034.641)
if 
   Actor.Driving($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'  // Press ~k~~PED_FIREWEAPON~ to self-destruct
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~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
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~The plane was destroyed!
wait 2000 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
Camera.SetAtPos(-2241.854, 128.3346, 1034.641)
if 
   Actor.Driving($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~The plane was destroyed!
Player.CanMove($PLAYER_CHAR) = False
wait 2000 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
Camera.SetAtPos(-2241.854, 128.3346, 1034.641)
if 
   Actor.Driving($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 FAILED!

: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 9---------------
// Originally: Lowrider (Bet And Dance)

: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 
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 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 9 taskID 415 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0615: define_AS_pack_begin 40@ 
0603: AS_actor -1 goto_point_any_means 762.8681 7.4928 999.7141 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 13.3401 
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto_point_any_means 765.2909 16.0319 999.698 mode 4 use_car -1 
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_point_any_means 767.2571 14.4044 999.6998 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 263.2938 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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_point_any_means 761.6263 11.4876 1000.164 mode 4 use_car -1 
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_point_any_means 760.343 10.1973 999.7099 mode 4 use_car -1 
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 moves 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, you want to learn some new moves?

: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, you want to go a round with me?

:GYMLS_2493
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~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~Man, you're an embarrassment! Get yourself some muscles first!
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~Suit yourself, holmes, but the streets are mean, dude!
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 dont_warp_gang 
Actor.Angle(39@) = 135.5749
Actor.Health(39@) = 1000
Actor.SetMaxHealth(39@, 1000)

:GYMLS_3080
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3126 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
Actor.Angle($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 moves 6 
07DD: set_actor 39@ attack_rate 100 // previously known as temper_to 

:GYMLS_3174
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
if 
  $8156 == 0 
else_jump @GYMLS_3212 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLS_3212
if 
  $8156 == 1 
else_jump @GYMLS_3241 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~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'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~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'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~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'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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 moves 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3987 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
Actor.Angle($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~Yo, pay attention and you might learn something.
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  // Running Attack
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  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~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 "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4497
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_4545 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

: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  // Ground Attack
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  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~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 "FIGHTB_G" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4916
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_4964 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

: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 Attack
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  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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 "FIGHTB_3" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_5329
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5377 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 moves 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5741 
08C7: put_actor $PLAYER_ACTOR at 765.6662 2.7963 999.718 dont_warp_gang 
Actor.Angle($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 moves 6 
if 
  $8156 == 0 
else_jump @GYMLS_5827 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

: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 PASSED!~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 10---------------
// Originally: Beefy Baron

: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_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
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_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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_point_any_means 769.8199 -36.4933 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 88.548 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto_point_any_means 767.057 -37.0465 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 270.0 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 43@ loop 1 
0616: define_AS_pack_end 43@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
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 moves 6 
0615: define_AS_pack_begin 49@ 
0603: AS_actor -1 goto_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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 moves 6 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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 moves 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 moves 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 moves 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, you wish to become a warrior!

: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~Would you like to spar with your master?

:GYMSF_1881
0512: show_permanent_text_box 'GYM1_73'  // Press ~k~~CONVERSATION_NO~ to answer 'NO' or press ~k~~CONVERSATION_YES~ to answer 'YES'.

: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~You are weak, like a wilted weed! Condition your body!
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~The warrior's path will bring you back...
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 dont_warp_gang 
Actor.Angle(38@) = 88.1801
Actor.Health(38@) = 1000
Actor.SetMaxHealth(38@, 1000)

:GYMSF_2333
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_2379 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
Actor.Angle($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 moves 6 
07DD: set_actor 38@ attack_rate 100 // previously known as temper_to 

:GYMSF_2427
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
if 
  $8155 == 0 
else_jump @GYMSF_2465 
0512: show_permanent_text_box 'GYM1106'  // Defeat your opponent to learn new moves. If you leave the ring you lose!

:GYMSF_2465
if 
  $8155 == 1 
else_jump @GYMSF_2494 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~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'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~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'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~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'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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 $PLAYER_ACTOR sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
else_jump @GYMSF_3255 
gosub @GYMSF_5511 
Actor.DestroyInstantly(38@)
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
36@ = Actor.Create(CivMale, #OMYKARA, 769.8199, -36.4933, 999.6865)
Actor.Angle(36@) = 95.1885
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 moves 6 
37@ = Actor.Create(CivMale, #WMYKARA, 766.1017, -37.3952, 999.6865)
Actor.Angle(37@) = 271.1251
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 moves 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_3203 
08C7: put_actor $PLAYER_ACTOR at 762.756 -37.2153 999.6865 dont_warp_gang 
Actor.Angle($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~You left the ring and forfeited.

: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 dont_warp_gang 
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 $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
Actor.Angle($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~Absorb with the eyes, young student, and you will learn!
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  // Running Attack
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  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~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 "FIGHTC_M" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4022
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4070 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

: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  // Ground Attack
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  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~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 "FIGHTC_G" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4441
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4489 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

: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 Attack
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  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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 "FIGHTC_3" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4854
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4902 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 moves 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 moves 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 moves 6 
gosub @GYMSF_5487 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_5214 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 765.9402 -41.602 999.6865 dont_warp_gang 
Actor.Angle($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  // New moves learned!

:GYMSF_5284
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 moves 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 PASSED!~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 11---------------
// Originally: Big Smoke

: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 
0615: define_AS_pack_begin 63@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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_point_any_means 773.8429 -61.5409 999.7184 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 93.0279 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 771.2518 -69.3033 999.6562 mode 4 use_car -1 
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_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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 moves 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 "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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, you wanna learn some new moves?

: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~You think you can last a round with me?

:GYMLV_1747
0512: show_permanent_text_box 'GYM1_73'  // Press ~k~~CONVERSATION_NO~ to answer 'NO' or press ~k~~CONVERSATION_YES~ to answer 'YES'.

: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~You need a fighter's physique! Go put on some muscle!
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~Your choice, man, but I know you'll be back!
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
Actor.SetMaxHealth(34@, 1000)
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
Actor.Angle($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 moves 6 
07DD: set_actor 34@ attack_rate 100 // previously known as temper_to 
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'  // Defeat your opponent to learn new moves!

:GYMLV_2428
if 
  $8157 == 1 
else_jump @GYMLV_2457 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~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'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~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'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~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'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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 $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
Actor.Angle($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 moves 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~You left the ring and forfeited.

: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 moves 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 $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
08C7: put_actor 34@ at 768.2548 -67.2063 1000.569 dont_warp_gang 
Actor.Angle($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~Watch this, it will come in handy.
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  // Running Attack
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  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~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 "FIGHTD_M" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_3880
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_3928 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

: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  // Ground Attack
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  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~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 "FIGHTD_G" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4301
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4349 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

: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 Attack
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  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
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 "FIGHTD_3" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4745
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4793 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
Actor.Angle($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 moves 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 moves 6 
if 
  $8157 == 0 
else_jump @GYMLV_5165 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

: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 PASSED!~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 12---------------
// Originally: Ryder

: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($PLAYER_ACTOR)
else_jump @TAXIODD_231 
37@ = Actor.MissionCar($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~You need an empty car to start taxi missions.
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~This taxi is trashed. You need a healthy car to start taxi missions.
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: printstring "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: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_930
83@ = 0 
0293: $13 = get_controller_mode 
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~Your passenger wants to escape!
if 
  138@ == 0 
else_jump @TAXIODD_1273 
0947: actor 88@ speak_from_audio_table 221 store_spoken_phrase_id_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: printstring "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~Your car is trashed. Get it repaired.
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~Your car is trashed. Get it repaired.
$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  // TIME
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: AS_actor 88@ clear_look_task 
Car.ToggleTaxiLight(89@) = False
0947: actor 88@ speak_from_audio_table 224 store_spoken_phrase_id_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~Your car is trashed. It needs to be repaired.
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'  // The tip bar decreases with time and damage.
143@ = 1 

:TAXIODD_2857
if 
  39@ == 99 
else_jump @TAXIODD_2882 
gosub @TAXIODD_17893 

:TAXIODD_2882
return 

:TAXIODD_2884
if 
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @TAXIODD_2947 
if 
   not 127@ == 1 
else_jump @TAXIODD_2940 
89@ = Actor.MissionCar($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 Santos
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 Venturas
else_jump @TAXIODD_3562 
51@ = 0 
gosub @TAXIODD_4131 

:TAXIODD_3562
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
else_jump @TAXIODD_3615 
51@ = 0 
gosub @TAXIODD_4188 
51@ += 1 
gosub @TAXIODD_4302 

:TAXIODD_3615
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
else_jump @TAXIODD_3668 
51@ = 0 
gosub @TAXIODD_4017 
51@ += 1 
gosub @TAXIODD_4245 

:TAXIODD_3668
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint 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'  // Whetstone
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'  // Tierra Robada
else_jump @TAXIODD_3841 
51@ = 0 
gosub @TAXIODD_4074 

:TAXIODD_3841
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone 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~There are no fares nearby. Keep looking.
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~Look for a ~b~fare~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~Look for a ~b~fare~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~Look for a ~b~fare~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~Oops! You better find another ~b~passenger~s~.
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: AS_actor 88@ clear_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~Your car is trashed. Get it repaired.
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: get_actor 88@ task 2586 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
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: get_actor 88@ task 1482 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
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: get_actor 88@ task 1471 status_store_to 42@ // ret 7 if not found 
if and
84A4:   not  42@ == 1 // == constant 
84A4:   not  42@ == 0 // == constant 
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: get_actor 88@ task 1492 status_store_to 42@ // ret 7 if not found 
if and
84A4:   not  42@ == 1 // == constant 
84A4:   not  42@ == 0 // == constant 
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: actor 88@ speak_from_audio_table 222 store_spoken_phrase_id_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_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 
jump @TAXIODD_6413 

:TAXIODD_6375
0A1A: actor 88@ perform_walk_animation "HIKER_POSE" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 

:TAXIODD_6413
return 

:TAXIODD_6415
0A1A: actor 88@ perform_walk_animation "ROADCROSS" IFP "PED" framedelta 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 time -2 
jump @TAXIODD_6516 

:TAXIODD_6504
05CA: AS_actor 88@ enter_car 89@ passenger_seat 1 time -2 

: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  // TIP
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 Santos
else_jump @TAXIODD_7702 
gosub @TAXIODD_8407 

:TAXIODD_7702
if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
else_jump @TAXIODD_7734 
gosub @TAXIODD_10663 

:TAXIODD_7734
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
else_jump @TAXIODD_7766 
gosub @TAXIODD_13606 

:TAXIODD_7766
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
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'  // Flint 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'  // Whetstone
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'  // Tierra Robada
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'  // Bone 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~DESTINATION ~y~Liquor Mart.
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~DESTINATION ~y~The Stadium.
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~DESTINATION ~y~Glen 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~DESTINATION ~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~DESTINATION ~y~Church.
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~DESTINATION ~y~Jefferson 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~DESTINATION ~y~The Pik 'n' Go market.
121@ = 2146.736 
122@ = -1179.795 
123@ = 22.8278 
jump @TAXIODD_10661 

:TAXIODD_9085
00BC: show_text_highpriority GXT 'TX_LS8' time 5000 flag 1  // ~s~DESTINATION ~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~DESTINATION ~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~DESTINATION ~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~DESTINATION ~y~A 24 hour 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~DESTINATION ~y~The Well Stacked Pizza Co.
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~DESTINATION ~y~Reece's Barber Shop.
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~DESTINATION ~y~The 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~DESTINATION ~y~The truck 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~DESTINATION ~y~Unity 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~DESTINATION ~y~The Airport.
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~DESTINATION ~y~The Airport.
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~DESTINATION ~y~The Observatory.
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~DESTINATION ~y~The police station.
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~DESTINATION ~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~DESTINATION ~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~DESTINATION ~y~County General Hospital.
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~DESTINATION ~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~DESTINATION ~y~All Saints General Hospital.
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~DESTINATION ~y~The Donut Shop.
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~DESTINATION ~y~Market 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~DESTINATION ~y~The 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~DESTINATION ~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~DESTINATION ~y~Santa Maria 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~DESTINATION ~y~Pro Laps store.
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~DESTINATION ~y~Burger Shot.
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~DESTINATION ~y~Burger Shot.
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~DESTINATION ~y~The 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: printstring "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
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~DESTINATION ~y~The oil refinery.
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~DESTINATION ~y~The shopping mall.
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~DESTINATION ~y~Clown's Pocket 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~DESTINATION ~y~The Starfish 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~DESTINATION ~y~The Emerald Isle.
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~DESTINATION ~y~Police station.
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~DESTINATION ~y~VRock 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~DESTINATION ~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~DESTINATION ~y~Blackfield Stadium.
121@ = 1095.618 
122@ = 1375.292 
123@ = 9.7977 
jump @TAXIODD_13604 

:TAXIODD_11577
00BC: show_text_highpriority GXT 'TX_VE10' time 5000 flag 1  // ~s~DESTINATION ~y~Greenglass College.
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~DESTINATION ~y~Las Venturas 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~DESTINATION ~y~Military fuel depot.
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~DESTINATION ~y~Golf clubhouse.
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~DESTINATION ~y~Yellow Bell train station.
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~DESTINATION ~y~Baseball stadium.
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~DESTINATION ~y~The Steakhouse.
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~DESTINATION ~y~Redsands West fire station.
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~DESTINATION ~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~DESTINATION ~y~Souvenir Shop.
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~DESTINATION ~y~Art Gallery.
121@ = 2424.122 
122@ = 2315.745 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12160
00BC: show_text_highpriority GXT 'TX_VE21' time 5000 flag 1  // ~s~DESTINATION ~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~DESTINATION ~y~The courthouse.
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~DESTINATION ~y~Estate agents.
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~DESTINATION ~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~DESTINATION ~y~Topless Girls of Bush County.
121@ = 2508.472 
122@ = 2131.204 
123@ = 9.8125 
jump @TAXIODD_13604 

:TAXIODD_12425
00BC: show_text_highpriority GXT 'TX_VE26' time 5000 flag 1  // ~s~DESTINATION ~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~DESTINATION ~y~24/7.
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~DESTINATION ~y~Chinese Mall.
121@ = 2530.78 
122@ = 1821.228 
123@ = 9.8129 
jump @TAXIODD_13604 

:TAXIODD_12584
00BC: show_text_highpriority GXT 'TX_VE29' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
121@ = 2360.312 
122@ = 2071.996 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12637
00BC: show_text_highpriority GXT 'TX_VE30' time 5000 flag 1  // ~s~DESTINATION ~y~Visage Casino.
121@ = 2035.456 
122@ = 1912.279 
123@ = 11.1768 
jump @TAXIODD_13604 

:TAXIODD_12690
00BC: show_text_highpriority GXT 'TX_VE31' time 5000 flag 1  // ~s~DESTINATION ~y~Tourist Information.
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~DESTINATION ~y~Caligula's Casino.
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~DESTINATION ~y~Pirates in Men's Pants 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~DESTINATION ~y~Royal Casino.
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~DESTINATION ~y~High Roller Casino.
121@ = 2040.251 
122@ = 1342.89 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12955
00BC: show_text_highpriority GXT 'TX_VE36' time 5000 flag 1  // ~s~DESTINATION ~y~Camel's Toe 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~DESTINATION ~y~Come-a-lot Casino.
121@ = 2074.51 
122@ = 1162.832 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_13061
00BC: show_text_highpriority GXT 'TX_VE38' time 5000 flag 1  // ~s~DESTINATION ~y~Pink Swan 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~DESTINATION ~y~The Four Dragons 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~DESTINATION ~y~Hospital.
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~DESTINATION ~y~Church.
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~DESTINATION ~y~24Hrs Men's club.
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~DESTINATION ~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~DESTINATION ~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~DESTINATION ~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: printstring "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
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~DESTINATION ~y~Downtown skyscraper.
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~DESTINATION ~y~Skyscraper in King's.
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~DESTINATION ~y~Mall.
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~DESTINATION ~y~Cranberry 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~DESTINATION ~y~Stadium.
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~DESTINATION ~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~DESTINATION ~y~Cathedral.
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~DESTINATION ~y~Library.
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~DESTINATION ~y~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~DESTINATION ~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~DESTINATION ~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~DESTINATION ~y~Central Hashbury.
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~DESTINATION ~y~Missionary Hill viewpoint.
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~DESTINATION ~y~Downtown skyscraper.
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~DESTINATION ~y~Easter Basin Naval Station.
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~DESTINATION ~y~Easter Basin 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~DESTINATION ~y~Airport.
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~DESTINATION ~y~Under Gant 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~DESTINATION ~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~DESTINATION ~y~Top of the twisty path.
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~DESTINATION ~y~Burger Shot.
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~DESTINATION ~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~DESTINATION ~y~Pier 69.
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~DESTINATION ~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~DESTINATION ~y~The Well Stacked Pizza Co.
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~DESTINATION ~y~Church.
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~DESTINATION ~y~The bridge.
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: printstring "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
121@ = -1974.876 
122@ = 486.737 
123@ = 30.371 
jump @TAXIODD_15461 

:TAXIODD_15461
return 

:TAXIODD_15463
0662: printstring "NO_RED_COUNTY_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15529 
110@ = 0 
jump @TAXIODD_15559 

:TAXIODD_15529
0662: printstring "CHOOSING_LOS_SANTOS" 
gosub @TAXIODD_8407 

:TAXIODD_15559
return 

:TAXIODD_15561
0662: printstring "NO_FLINT_COUNTY_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15629 
110@ = 0 
jump @TAXIODD_15659 

:TAXIODD_15629
0662: printstring "CHOOSING_SAN_FIERRO" 
gosub @TAXIODD_13606 

:TAXIODD_15659
return 

:TAXIODD_15661
0662: printstring "NO_WHETSTONE_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15726 
110@ = 0 
jump @TAXIODD_15756 

:TAXIODD_15726
0662: printstring "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~DESTINATION ~y~Art-Deco Cafe.
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~DESTINATION ~y~The 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: printstring "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
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~DESTINATION ~y~The 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~DESTINATION ~y~The Sherman Dam.
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~DESTINATION ~y~Desert Airfield.
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~DESTINATION ~y~Shooting Range.
121@ = 832.8276 
122@ = 1705.428 
123@ = 4.8587 
jump @TAXIODD_16593 

:TAXIODD_16422
00BC: show_text_highpriority GXT 'TX_BC5' time 5000 flag 1  // ~s~DESTINATION ~y~Lil' 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: printstring "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
121@ = 689.646 
122@ = 1943.252 
123@ = 4.539 
jump @TAXIODD_16593 

:TAXIODD_16593
return 

:TAXIODD_16595
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 98 
else_jump @TAXIODD_16859 
40@ = 1 

:TAXIODD_16859
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @TAXIODD_16947 
if 
  41@ == 0 
else_jump @TAXIODD_16922 
41@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @TAXIODD_16947 

:TAXIODD_16922
41@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TAXIODD_16947
return 

:TAXIODD_16949
if 
8736:   not is_keyboard_key_just_pressed 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: printstring "LOS_SANTOS" 

:TAXIODD_17213
jump @TAXIODD_17556 

:TAXIODD_17220
gosub @TAXIODD_10663 
if 
   not 110@ == 0 
else_jump @TAXIODD_17261 
0662: printstring "LAS_VENTURAS" 

:TAXIODD_17261
jump @TAXIODD_17556 

:TAXIODD_17268
gosub @TAXIODD_13606 
if 
   not 110@ == 0 
else_jump @TAXIODD_17307 
0662: printstring "SAN_FIERRO" 

:TAXIODD_17307
jump @TAXIODD_17556 

:TAXIODD_17314
gosub @TAXIODD_15463 
if 
   not 110@ == 0 
else_jump @TAXIODD_17353 
0662: printstring "RED_COUNTY" 

:TAXIODD_17353
jump @TAXIODD_17556 

:TAXIODD_17360
gosub @TAXIODD_15561 
if 
   not 110@ == 0 
else_jump @TAXIODD_17401 
0662: printstring "FLINT_COUNTY" 

:TAXIODD_17401
jump @TAXIODD_17556 

:TAXIODD_17408
gosub @TAXIODD_15661 
if 
   not 110@ == 0 
else_jump @TAXIODD_17446 
0662: printstring "WHETSTONE" 

:TAXIODD_17446
jump @TAXIODD_17556 

:TAXIODD_17453
gosub @TAXIODD_15758 
if 
   not 110@ == 0 
else_jump @TAXIODD_17495 
0662: printstring "TIERRA_ROBADA" 

:TAXIODD_17495
jump @TAXIODD_17556 

:TAXIODD_17502
gosub @TAXIODD_16098 
if 
   not 110@ == 0 
else_jump @TAXIODD_17542 
0662: printstring "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: printint "J_A_D___ID" 110@ 

:TAXIODD_17616
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @TAXIODD_17700 
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @TAXIODD_17660 
147@ += 1 
jump @TAXIODD_17039 

:TAXIODD_17660
if 
0736:   is_keyboard_key_just_pressed 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: printstring "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_17776
if 
8736:   not is_keyboard_key_just_pressed 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'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
$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  // FARES
$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~ IN A ROW 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 1 
00BA: show_text_styled GXT 'TX_DONE' time 5000 style 5  // Taxi Missions Complete!
00BC: show_text_highpriority GXT 'TX_NTRO' time 7000 flag 1  // All taxis have Nitro.
144@ = 1 
0085: 106@ = 47@ // (int) 
106@ += 7000 
0572: toggle_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  // SPEED BONUS!
jump @TAXIODD_18613 

:TAXIODD_18597
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 5  // SPEED BONUS!

:TAXIODD_18613
0947: actor 88@ speak_from_audio_table 226 store_spoken_phrase_id_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  // Fare complete!
jump @TAXIODD_18688 

:TAXIODD_18672
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 5  // Fare complete!

:TAXIODD_18688
0947: actor 88@ speak_from_audio_table 225 store_spoken_phrase_id_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 over
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~Not in taxi!
jump @TAXIODD_18987 

:TAXIODD_18941
00BC: show_text_highpriority GXT 'TX_F2' time 5000 flag 1  // ~r~Out of time!
jump @TAXIODD_18987 

:TAXIODD_18964
00BC: show_text_highpriority GXT 'TX_F3' time 5000 flag 1  // ~r~Taxi destroyed!
jump @TAXIODD_18987 

:TAXIODD_18987
03E6: remove_text_box 
return 

:TAXIODD_18991
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_19068 
0647: AS_actor 88@ clear_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 13---------------
// Originally: Tagging Up Turf

: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($PLAYER_ACTOR)
else_jump @AMBULAN_221 
213@ = Actor.MissionCar($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~Drive the ~b~patients~s~ to ~y~Hospital~s~ CAREFULLY. Each bump reduces their chances of survival.
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  // TIME LEFT
04F7: status_text $8212 type 0 line 2 GXT 'AMBSEAT' // global_variable  // SEATS FREE
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  // TIME LEFT
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@ keep_position 1 
0588: disable_actor 81@ validate_position 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@ keep_position 1 
0588: disable_actor 84@ validate_position 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@ keep_position 1 
0588: disable_actor 87@ validate_position 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@ keep_position 1 
0588: disable_actor 90@ validate_position 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@ keep_position 1 
0588: disable_actor 93@ validate_position 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@ keep_position 1 
0588: disable_actor 56@ validate_position 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@ keep_position 1 
0588: disable_actor 59@ validate_position 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@ keep_position 1 
0588: disable_actor 62@ validate_position 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@ keep_position 1 
0588: disable_actor 65@ validate_position 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@ keep_position 1 
0588: disable_actor 68@ validate_position 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@ keep_position 1 
0588: disable_actor 71@ validate_position 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@ keep_position 1 
0588: disable_actor 74@ validate_position 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@ keep_position 0 
0588: disable_actor 81@ validate_position 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@ keep_position 1 
0588: disable_actor 81@ validate_position 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@ keep_position 0 
0588: disable_actor 84@ validate_position 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@ keep_position 1 
0588: disable_actor 84@ validate_position 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@ keep_position 0 
0588: disable_actor 87@ validate_position 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@ keep_position 1 
0588: disable_actor 87@ validate_position 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@ keep_position 0 
0588: disable_actor 90@ validate_position 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@ keep_position 1 
0588: disable_actor 90@ validate_position 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@ keep_position 0 
0588: disable_actor 93@ validate_position 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@ keep_position 1 
0588: disable_actor 93@ validate_position 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@ keep_position 0 
0588: disable_actor 56@ validate_position 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@ keep_position 1 
0588: disable_actor 56@ validate_position 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@ keep_position 0 
0588: disable_actor 59@ validate_position 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@ keep_position 1 
0588: disable_actor 59@ validate_position 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@ keep_position 0 
0588: disable_actor 62@ validate_position 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@ keep_position 1 
0588: disable_actor 62@ validate_position 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@ keep_position 0 
0588: disable_actor 65@ validate_position 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@ keep_position 1 
0588: disable_actor 65@ validate_position 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@ keep_position 0 
0588: disable_actor 68@ validate_position 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@ keep_position 1 
0588: disable_actor 68@ validate_position 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@ keep_position 0 
0588: disable_actor 71@ validate_position 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@ keep_position 1 
0588: disable_actor 71@ validate_position 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@ keep_position 0 
0588: disable_actor 74@ validate_position 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@ keep_position 1 
0588: disable_actor 74@ validate_position 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'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!

: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 = get_controller_mode 
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'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
79@ = 1 
return 

:AMBULAN_8414
jump @AMBULAN_8426 

:AMBULAN_8421
0293: $13 = get_controller_mode 

: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'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
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~Your lack of urgency has been fatal to the patient!
79@ = 1 
jump @AMBULAN_13159 

:AMBULAN_11142
0293: $13 = get_controller_mode 
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~Paramedic mission cancelled!
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~Paramedic mission cancelled!
jump @AMBULAN_13159 
jump @AMBULAN_11334 

:AMBULAN_11278
34@ = Actor.CurrentCar($PLAYER_ACTOR)
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  // REWARD $~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  // Paramedic missions complete: $~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 1 
if 
  $1487 == 0 
else_jump @AMBULAN_13143 
030C: progress_made = 1 
00BB: show_text_lowpriority GXT 'A_COMP3' time 5000 flag 1  // ~s~Your maximum health has been increased!
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'  // Paramedic Mission Level ~1~
if 
   not $PARAMEDIC_MISSION_LEVEL == 13 
else_jump @AMBULAN_13238 
00BA: show_text_styled GXT 'A_FAIL1' time 5000 style 5  // Paramedic mission ended
01E3: show_text_1number_styled GXT 'A_SAVES' number 55@ time 6000 style 6  // PEOPLE SAVED: ~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: AS_actor 81@ die_headshotted 
Actor.DestroyWithFade(81@)

:AMBULAN_13289
if 
   not Actor.Dead(84@)
else_jump @AMBULAN_13322 
02A9: set_actor 84@ immune_to_nonplayer 0 
0321: AS_actor 84@ die_headshotted 
Actor.DestroyWithFade(84@)

:AMBULAN_13322
if 
   not Actor.Dead(87@)
else_jump @AMBULAN_13355 
02A9: set_actor 87@ immune_to_nonplayer 0 
0321: AS_actor 87@ die_headshotted 
Actor.DestroyWithFade(87@)

:AMBULAN_13355
if 
   not Actor.Dead(90@)
else_jump @AMBULAN_13388 
02A9: set_actor 90@ immune_to_nonplayer 0 
0321: AS_actor 90@ die_headshotted 
Actor.DestroyWithFade(90@)

:AMBULAN_13388
if 
   not Actor.Dead(93@)
else_jump @AMBULAN_13421 
02A9: set_actor 93@ immune_to_nonplayer 0 
0321: AS_actor 93@ die_headshotted 
Actor.DestroyWithFade(93@)

:AMBULAN_13421
if 
   not Actor.Dead(56@)
else_jump @AMBULAN_13454 
02A9: set_actor 56@ immune_to_nonplayer 0 
0321: AS_actor 56@ die_headshotted 
Actor.DestroyWithFade(56@)

:AMBULAN_13454
if 
   not Actor.Dead(59@)
else_jump @AMBULAN_13487 
02A9: set_actor 59@ immune_to_nonplayer 0 
0321: AS_actor 59@ die_headshotted 
Actor.DestroyWithFade(59@)

:AMBULAN_13487
if 
   not Actor.Dead(62@)
else_jump @AMBULAN_13520 
02A9: set_actor 62@ immune_to_nonplayer 0 
0321: AS_actor 62@ die_headshotted 
Actor.DestroyWithFade(62@)

:AMBULAN_13520
if 
   not Actor.Dead(65@)
else_jump @AMBULAN_13553 
02A9: set_actor 65@ immune_to_nonplayer 0 
0321: AS_actor 65@ die_headshotted 
Actor.DestroyWithFade(65@)

:AMBULAN_13553
if 
   not Actor.Dead(68@)
else_jump @AMBULAN_13586 
02A9: set_actor 68@ immune_to_nonplayer 0 
0321: AS_actor 68@ die_headshotted 
Actor.DestroyWithFade(68@)

:AMBULAN_13586
if 
   not Actor.Dead(71@)
else_jump @AMBULAN_13619 
02A9: set_actor 71@ immune_to_nonplayer 0 
0321: AS_actor 71@ die_headshotted 
Actor.DestroyWithFade(71@)

:AMBULAN_13619
if 
   not Actor.Dead(74@)
else_jump @AMBULAN_13652 
02A9: set_actor 74@ immune_to_nonplayer 0 
0321: AS_actor 74@ die_headshotted 
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 
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 
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~The patient is dead!!
79@ = 1 
return 

:AMBULAN_14034
if 
  $8210 == 0 
else_jump @AMBULAN_14087 
0321: AS_actor 77@ die_headshotted 
Actor.DestroyWithFade(77@)
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
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: actor 77@ speak_from_audio_table 344 store_spoken_phrase_id_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  // ~s~Ambulance full!!

: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 time -2 
97@ = 1 
jump @AMBULAN_14510 

:AMBULAN_14469
062E: get_actor 77@ task 1482 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @AMBULAN_14510 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 time -2 

:AMBULAN_14510
jump @AMBULAN_14533 

:AMBULAN_14517
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

: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~ seconds
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 time -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 time -1 ms // versionA 
09EE: set_status_text_stay_on_screen 1 
00BA: show_text_styled GXT 'A_PASS' time 3000 style 5  // Rescued!
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~ seconds
34@ = Actor.CurrentCar($PLAYER_ACTOR)
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: set_actor 77@ keep_tasks_after_cleanup 1 
Actor.RemoveReferences(77@)

:AMBULAN_15078
return 

//-------------Mission 14---------------
// Originally: Cleaning The Hood

: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 // = constant 

:FIRETRU_1027
if 
  125@ == 26 
else_jump @FIRETRU_1053 
04AF: 126@ = 418 // = constant 

:FIRETRU_1053
if 
  125@ == 27 
else_jump @FIRETRU_1079 
04AF: 126@ = 421 // = constant 

:FIRETRU_1079
if 
  125@ == 28 
else_jump @FIRETRU_1105 
04AF: 126@ = 400 // = constant 

:FIRETRU_1105
if 
  125@ == 29 
else_jump @FIRETRU_1131 
04AF: 126@ = 404 // = constant 

:FIRETRU_1131
if 
  125@ == 30 
else_jump @FIRETRU_1157 
04AF: 126@ = 445 // = constant 

:FIRETRU_1157
if 
  125@ == 31 
else_jump @FIRETRU_1183 
04AF: 126@ = 466 // = constant 

:FIRETRU_1183
if 
  125@ == 32 
else_jump @FIRETRU_1209 
04AF: 126@ = 467 // = constant 

:FIRETRU_1209
if 
  125@ == 33 
else_jump @FIRETRU_1235 
04AF: 126@ = 479 // = constant 

:FIRETRU_1235
if 
  125@ == 34 
else_jump @FIRETRU_1261 
04AF: 126@ = 413 // = constant 

:FIRETRU_1261
if 
  125@ == 35 
else_jump @FIRETRU_1287 
04AF: 126@ = 420 // = constant 

:FIRETRU_1287
if 
  125@ == 36 
else_jump @FIRETRU_1313 
04AF: 126@ = 438 // = constant 

:FIRETRU_1313
if 
  125@ == 37 
else_jump @FIRETRU_1339 
04AF: 126@ = 440 // = constant 

:FIRETRU_1339
if 
  125@ == 38 
else_jump @FIRETRU_1365 
04AF: 126@ = 551 // = constant 

:FIRETRU_1365
if 
  125@ == 39 
else_jump @FIRETRU_1391 
04AF: 126@ = 470 // = constant 

:FIRETRU_1391
if 
  125@ == 40 
else_jump @FIRETRU_1417 
04AF: 126@ = 482 // = constant 

:FIRETRU_1417
if 
  125@ == 41 
else_jump @FIRETRU_1443 
04AF: 126@ = 546 // = constant 

:FIRETRU_1443
if 
  125@ == 42 
else_jump @FIRETRU_1469 
04AF: 126@ = 492 // = constant 

:FIRETRU_1469
if 
  125@ == 43 
else_jump @FIRETRU_1495 
04AF: 126@ = 560 // = constant 

: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: set_car 35@ disable_flipped_explosion_when_empty 1 
119@ = 1 
88@ += 1 
0560: create_random_actor_in_car 35@ handle_as 40@ 
060B: set_actor 40@ decision_maker_to 165@ 
0588: disable_actor 40@ validate_position 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: disable_actor 41@ validate_position 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: disable_actor 42@ validate_position 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: set_car 36@ disable_flipped_explosion_when_empty 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: disable_actor 43@ validate_position 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: disable_actor 44@ validate_position 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: disable_actor 45@ validate_position 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: set_car 37@ disable_flipped_explosion_when_empty 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: disable_actor 46@ validate_position 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: disable_actor 47@ validate_position 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: disable_actor 48@ validate_position 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~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
jump @FIRETRU_3008 

:FIRETRU_2989
0384: show_text_1string GXT 'F_STAR1' string s$8216 time 5000 1  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.

: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  // TIME LEFT
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:   is_keyboard_key_pressed 32 
else_jump @FIRETRU_3169 
$8215 = 300000 

:FIRETRU_3169
if 
0735:   is_keyboard_key_pressed 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:   is_keyboard_key_pressed 83 
else_jump @FIRETRU_3347 
$1489 = 0 
$8213 = 12 
jump @FIRETRU_9900 

:FIRETRU_3347
if 
0735:   is_keyboard_key_pressed 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~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 5  // Fire extinguished!
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  // REWARD $~1~
Player.Money($PLAYER_CHAR) += 79@
01E3: show_text_1number_styled GXT 'F_COMP1' number 5000 time 5000 style 5  // Fire Fighter missions complete: $~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 1 

: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'  // Use ~k~~PED_FIREWEAPON~ or ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the water cannon and the camera movement controls to aim the water cannon.
$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'  // To turn on this vehicle's sirens tap ~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: disable_actor 40@ validate_position 1 

:FIRETRU_3910
if 
  $8213 > 2 
else_jump @FIRETRU_3951 
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_3951 
0588: disable_actor 41@ validate_position 1 

:FIRETRU_3951
if 
  $8213 > 3 
else_jump @FIRETRU_3992 
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_3992 
0588: disable_actor 42@ validate_position 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: disable_actor 40@ validate_position 0 

:FIRETRU_4079
if 
  $8213 > 2 
else_jump @FIRETRU_4120 
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_4120 
0588: disable_actor 41@ validate_position 0 

:FIRETRU_4120
if 
  $8213 > 3 
else_jump @FIRETRU_4161 
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_4161 
0588: disable_actor 42@ validate_position 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: disable_actor 43@ validate_position 1 

:FIRETRU_4311
if 
  $8213 > 6 
else_jump @FIRETRU_4352 
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_4352 
0588: disable_actor 44@ validate_position 1 

:FIRETRU_4352
if 
  $8213 > 7 
else_jump @FIRETRU_4393 
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_4393 
0588: disable_actor 45@ validate_position 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: disable_actor 43@ validate_position 0 

:FIRETRU_4480
if 
  $8213 > 6 
else_jump @FIRETRU_4521 
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_4521 
0588: disable_actor 44@ validate_position 0 

:FIRETRU_4521
if 
  $8213 > 7 
else_jump @FIRETRU_4562 
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_4562 
0588: disable_actor 45@ validate_position 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: disable_actor 46@ validate_position 1 

:FIRETRU_4705
if 
  $8213 > 10 
else_jump @FIRETRU_4746 
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_4746 
0588: disable_actor 47@ validate_position 1 

:FIRETRU_4746
if 
  $8213 > 11 
else_jump @FIRETRU_4787 
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_4787 
0588: disable_actor 48@ validate_position 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: disable_actor 46@ validate_position 0 

:FIRETRU_4881
if 
  $8213 > 10 
else_jump @FIRETRU_4922 
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_4922 
0588: disable_actor 47@ validate_position 0 

:FIRETRU_4922
if 
  $8213 > 11 
else_jump @FIRETRU_4963 
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_4963 
0588: disable_actor 48@ validate_position 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~Fire Fighter mission cancelled!
77@ = 1 

:FIRETRU_6091
jump @FIRETRU_6105 

:FIRETRU_6098
77@ = 1 

:FIRETRU_6105
0293: $13 = get_controller_mode 
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~Fire Fighter mission cancelled!
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~Fire Fighter mission cancelled!
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$8216 // s$ == short 
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~You're too late!
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~Fire Fighter mission cancelled!
77@ = 1 
return 

:FIRETRU_8473
0293: $13 = get_controller_mode 
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~Fire Fighter mission cancelled!
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~Fire Fighter mission cancelled!
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  // Fires
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  // Fires
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  // Fires
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~A vehicle has been destroyed.
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: get_actor 39@ task 1587 status_store_to 164@ // ret 7 if not found 
if 
04A4:   164@ == 7 // == constant 
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  // Fires
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  // Fires
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  // Fires
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~You're too late!
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~There has been a fatality.
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($PLAYER_ACTOR)
else_jump @FIRETRU_10024 
38@ = Actor.CurrentCar($PLAYER_ACTOR)
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~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
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  // Fire Fighter missions complete: $~1~
Player.Money($PLAYER_CHAR) += 79@
0394: play_music 1 
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  // Fire extinguished!
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  // REWARD $~1~
Player.Money($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~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
if 
   not $8213 == 13 
else_jump @FIRETRU_10572 
00BA: show_text_styled GXT 'F_FAIL1' time 5000 style 5  // ~s~Fire Fighter~n~mission ended.
01E3: show_text_1number_styled GXT 'TSCORE' number 83@ time 6000 style 6  // EARNINGS: $~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@ 

: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@ 

: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@ 

: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: remove_references_to_all_fires 
065C: release_decision_maker 165@ 
mission_cleanup 
if 
  $1489 == 1 
else_jump @FIRETRU_11392 
03E6: remove_text_box 
03E5: show_text_box 'FIREPRO'  // ~s~Fire Truck Mission level 12 complete. You are now completely fireproof!
$1489 = 2 
08F8: display_stat_update_box 0 
create_thread @BACKON 

:FIRETRU_11392
return 

//-------------Mission 15---------------
// Originally: Drive-Thru

: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 FAILED!
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 // = constant 
04AF: 177@ = 522 // = constant 
04AF: 178@ = 461 // = constant 
04AF: 179@ = 462 // = constant 
04AF: 180@ = 463 // = constant 
04AF: 181@ = 468 // = constant 
04AF: 182@ = 581 // = constant 
04AF: 183@ = 586 // = constant 
04AF: 184@ = 411 // = constant 
04AF: 185@ = 415 // = constant 
04AF: 186@ = 429 // = constant 
04AF: 187@ = 451 // = constant 
04AF: 188@ = 477 // = constant 
04AF: 189@ = 480 // = constant 
04AF: 190@ = 506 // = constant 
04AF: 191@ = 541 // = constant 
04AF: 192@ = 603 // = constant 
04AF: 193@ = 400 // = constant 
04AF: 194@ = 401 // = constant 
04AF: 195@ = 402 // = constant 
04AF: 196@ = 410 // = constant 
04AF: 197@ = 412 // = constant 
04AF: 198@ = 413 // = constant 
04AF: 199@ = 419 // = constant 
04AF: 200@ = 422 // = constant 
04AF: 201@ = 424 // = constant 
04AF: 202@ = 434 // = constant 
04AF: 203@ = 436 // = constant 
04AF: 204@ = 439 // = constant 
04AF: 205@ = 440 // = constant 
04AF: 206@ = 474 // = constant 
04AF: 207@ = 475 // = constant 
04AF: 208@ = 478 // = constant 
04AF: 209@ = 482 // = constant 
04AF: 210@ = 483 // = constant 
04AF: 211@ = 489 // = constant 
04AF: 212@ = 491 // = constant 
04AF: 213@ = 496 // = constant 
04AF: 214@ = 500 // = constant 
04AF: 215@ = 517 // = constant 
04AF: 216@ = 518 // = constant 
04AF: 217@ = 526 // = constant 
04AF: 218@ = 527 // = constant 
04AF: 219@ = 533 // = constant 
04AF: 220@ = 534 // = constant 
04AF: 221@ = 535 // = constant 
04AF: 222@ = 536 // = constant 
04AF: 223@ = 542 // = constant 
04AF: 224@ = 543 // = constant 
04AF: 225@ = 545 // = constant 
04AF: 226@ = 549 // = constant 
04AF: 227@ = 554 // = constant 
04AF: 228@ = 555 // = constant 
04AF: 229@ = 558 // = constant 
04AF: 230@ = 559 // = constant 
04AF: 231@ = 562 // = constant 
04AF: 232@ = 565 // = constant 
04AF: 233@ = 567 // = constant 
04AF: 234@ = 575 // = constant 
04AF: 235@ = 576 // = constant 
04AF: 236@ = 579 // = constant 
04AF: 237@ = 587 // = constant 
04AF: 238@ = 589 // = constant 
04AF: 239@ = 600 // = constant 
04AF: 240@ = 602 // = constant 
04AF: 241@ = 605 // = constant 
04AF: 242@ = 442 // = constant 
04AF: 243@ = 404 // = constant 
04AF: 244@ = 405 // = constant 
04AF: 245@ = 418 // = constant 
04AF: 246@ = 421 // = constant 
04AF: 247@ = 426 // = constant 
04AF: 248@ = 445 // = constant 
04AF: 249@ = 458 // = constant 
04AF: 250@ = 466 // = constant 
04AF: 251@ = 467 // = constant 
04AF: 252@ = 479 // = constant 
04AF: 253@ = 492 // = constant 
04AF: 254@ = 507 // = constant 
04AF: 255@ = 516 // = constant 
04AF: 256@ = 529 // = constant 
04AF: 257@ = 540 // = constant 
04AF: 258@ = 546 // = constant 
04AF: 259@ = 547 // = constant 
04AF: 260@ = 550 // = constant 
04AF: 261@ = 551 // = constant 
04AF: 262@ = 560 // = constant 
04AF: 263@ = 561 // = constant 
04AF: 264@ = 580 // = constant 
04AF: 265@ = 585 // = constant 
04AF: 266@ = 604 // = constant 
Model.Load(#CZ75)
Model.Load(#MAC10)
Model.Load(#AK74U)
Model.Load(#CHROMEGUN)
Model.Load(#BAT)
038B: load_requested_models 

:COPCAR_1163
if or
   not Model.Available(#CZ75)
   not Model.Available(#MAC10)
   not Model.Available(#AK74U)
   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($PLAYER_ACTOR)
else_jump @COPCAR_1263 
34@ = Actor.CurrentCar($PLAYER_ACTOR)
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 // == constant 
04A4:   271@ == 106 // == constant 
04A4:   271@ == 107 // == constant 
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 // == constant 
04A4:   271@ == 106 // == constant 
04A4:   271@ == 107 // == constant 
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 
  -1020.188 > 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: set_car 35@ route_seed $8224 

:COPCAR_3696
04BD: set_car 35@ is_part_of_convoy 1 
Car.Angle(35@) = 113@
0428: set_car 35@ avoid_level_transitions 1 

:COPCAR_3718
if 
04F1:   is_car_waiting_for_world_collision 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
36@ = Actor.CreateAsDriver(Mission2, 271@, 35@)
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@ 
37@ = Actor.CreateAsPassenger(Mission2, 271@, 35@, 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 
38@ = Actor.CreateAsPassenger(Mission2, 271@, 35@, 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 
39@ = Actor.CreateAsPassenger(Mission2, 271@, 35@, 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: set_car 40@ is_part_of_convoy 1 
Car.Angle(40@) = 113@
0428: set_car 40@ avoid_level_transitions 1 
00AE: set_car 40@ traffic_behaviour_to 2 
Car.Health(40@) = 800
048B: set_car 40@ route_seed $8224 

:COPCAR_4381
if 
04F1:   is_car_waiting_for_world_collision 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
41@ = Actor.CreateAsDriver(Mission2, 271@, 40@)
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@ 
42@ = Actor.CreateAsPassenger(Mission2, 271@, 40@, 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 
43@ = Actor.CreateAsPassenger(Mission2, 271@, 40@, 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 
44@ = Actor.CreateAsPassenger(Mission2, 271@, 40@, 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: set_car 45@ is_part_of_convoy 1 
Car.Angle(45@) = 113@
0428: set_car 45@ avoid_level_transitions 1 
00AE: set_car 45@ traffic_behaviour_to 2 
Car.Health(45@) = 800
048B: set_car 45@ route_seed $8224 

:COPCAR_4858
if 
04F1:   is_car_waiting_for_world_collision 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
46@ = Actor.CreateAsDriver(Mission2, 271@, 45@)
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@ 
47@ = Actor.CreateAsPassenger(Mission2, 271@, 45@, 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 
48@ = Actor.CreateAsPassenger(Mission2, 271@, 45@, 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 
49@ = Actor.CreateAsPassenger(Mission2, 271@, 45@, 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~Suspect ~s~last seen in the vicinity of ~a~.
jump @COPCAR_5372 

:COPCAR_5353
0384: show_text_1string GXT 'C_BREIS' string s$8225 time 5000 1  // ~r~Suspects ~s~last seen in the vicinity of ~a~.

:COPCAR_5372
03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 // play_suspect_last_seen_at 
Actor.StorePos($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~ seconds
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  // TIME LEFT
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  // KILLS

: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@)
35@ = Actor.CurrentCar(36@)
if 
  269@ == -1 
else_jump @COPCAR_6112 
046D: 55@ = actor 36@ members_in_group 
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 // @ == $ (int) 
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: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 0 
else_jump @COPCAR_7126 
062E: get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 0 
else_jump @COPCAR_7288 
062E: get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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@)
40@ = Actor.CurrentCar(41@)
if 
  74@ == -1 
else_jump @COPCAR_8428 
046D: 55@ = actor 41@ members_in_group 
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: set_car 40@ is_part_of_convoy 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: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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_sine_to 138@ 
02F9: get_car 40@ Z_angle_cosine_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_sine_to 138@ 
02F9: get_car 35@ Z_angle_cosine_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: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 0 
else_jump @COPCAR_9957 
062E: get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 0 
else_jump @COPCAR_10119 
062E: get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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@)
45@ = Actor.CurrentCar(46@)
if 
  83@ == -1 
else_jump @COPCAR_11259 
046D: 55@ = actor 46@ members_in_group 
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: set_car 45@ is_part_of_convoy 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: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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_sine_to 138@ 
02F9: get_car 45@ Z_angle_cosine_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_sine_to 138@ 
02F9: get_car 40@ Z_angle_cosine_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: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 0 
else_jump @COPCAR_12788 
062E: get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 0 
else_jump @COPCAR_12950 
062E: get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_14045 
34@ = Actor.CurrentCar($PLAYER_ACTOR)
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  // THREAT~n~ELIMINATED:~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'  // Vigilante mission level 12 complete: Your max Body Armor increased to 150%
030C: progress_made = 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
Actor.AddArmour($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~Your time as a law enforcer is over!
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: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
jump @COPCAR_14667 

:COPCAR_14644
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_14667
wait 0 
jump @COPCAR_14328 

:COPCAR_14678
0396: pause_timer 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_14737 
34@ = Actor.CurrentCar($PLAYER_ACTOR)
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(#CZ75)
Model.Destroy(#MAC10)
Model.Destroy(#AK74U)
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 // @ == $ (int) 
else_jump @COPCAR_15584 
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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@ members_in_group 
01EA: 160@ = car $TEMPVAR_ACTOR_CAR max_passengers 
if 
801D:   not  55@ > 160@ // (int) 
else_jump @COPCAR_15701 
062E: get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @COPCAR_15694 
Car.DoorStatus($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: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @COPCAR_15738 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15738
jump @COPCAR_15794 

:COPCAR_15745
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @COPCAR_16000 
Car.RemoveReferences($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: get_actor 156@ task 1491 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 time -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 sphere 0 
else_jump @COPCAR_16242 
03ED: set_car 153@ disable_flipped_explosion_when_empty 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 sphere 0 
else_jump @COPCAR_16521 
03ED: set_car 153@ disable_flipped_explosion_when_empty 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: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: set_actor 50@ stay_in_car_when_dead 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 
Actor.GiveWeaponAndAmmo(50@, BaseballBat, 9999)

:COPCAR_18444
if 
  159@ == 11 
else_jump @COPCAR_18472 
Actor.GiveWeaponAndAmmo(50@, BaseballBat, 9999)

:COPCAR_18472
if 
  159@ == 1 
else_jump @COPCAR_18500 
Actor.GiveWeaponAndAmmo(50@, Pistol, 9999)

:COPCAR_18500
if 
  159@ == 2 
else_jump @COPCAR_18528 
Actor.GiveWeaponAndAmmo(50@, MicroUzi, 9999)

:COPCAR_18528
if 
  159@ == 3 
else_jump @COPCAR_18556 
Actor.GiveWeaponAndAmmo(50@, AK47, 9999)

:COPCAR_18556
if or
  159@ == 4 
  159@ == 5 
else_jump @COPCAR_18591 
Actor.GiveWeaponAndAmmo(50@, Shotgun, 9999)

: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 FAILED!
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
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~Your time as a law enforcer is over!
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: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
jump @COPCAR_19008 

:COPCAR_18985
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_19008
0293: $13 = get_controller_mode 
if or
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_19232 
34@ = Actor.CurrentCar($PLAYER_ACTOR)
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~Vigilante mission cancelled!
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~Vigilante mission cancelled!
58@ = 1 
return 

:COPCAR_19359
return 

//-------------Mission 16---------------
// Originally: Nines And AK's

: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' // s$ 
76@ = 2741.241 
79@ = -2011.274 
82@ = 13.5869 
55@ = -2102.54 
58@ = -15.5931 
61@ = 34.3203 
05A9: s$BURGLARY_GARAGES[1] = 'BRGSFSE' // s$ 
77@ = -2109.32 
80@ = -15.7967 
83@ = 34.3203 
56@ = 2609.248 
59@ = 1439.346 
62@ = 9.8203 
05A9: s$BURGLARY_GARAGES[2] = 'VGELOCK' // s$ 
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  // DAYLIGHT
04F7: status_text $BUGRLARY_CASH type 0 line 1 GXT 'BURG51' // global_variable  // CASH
wait 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BURGJB_1044 
50@ = Actor.MissionCar($PLAYER_ACTOR)

:BURGJB_1044
wait 0 
if 
0735:   is_keyboard_key_pressed 32 
else_jump @BURGJB_1073 
$BURGLARY_DAYLIGHT = 10000000 

:BURGJB_1073
if 
0735:   is_keyboard_key_pressed 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:   is_keyboard_key_pressed 50 
else_jump @BURGJB_1153 
Actor.PutAt($PLAYER_ACTOR, 2639.0, 2039.911, 9.8052)

:BURGJB_1153
if 
0735:   is_keyboard_key_pressed 99 
else_jump @BURGJB_1176 
$BURGLARY_DAYLIGHT = 5000 

:BURGJB_1176
if 
0735:   is_keyboard_key_pressed 48 
else_jump @BURGJB_1199 
$BURGLARY_TIME_LEFT = 5000 

:BURGJB_1199
if 
0735:   is_keyboard_key_pressed 53 
else_jump @BURGJB_1222 
$1790 = 11000 

:BURGJB_1222
if 
0735:   is_keyboard_key_pressed 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: refresh_game_renderer_at 69@ 70@ 
Camera.SetAtPos(69@, 70@, 71@)
0972: put_actor $PLAYER_ACTOR at 69@ 70@ 71@ no_offset 
0489: set_actor $PLAYER_ACTOR muted 0 
72@ += 180.0 
Actor.Angle($PLAYER_ACTOR) = 72@
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 73@ 74@ radius 5.0 
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 are_text_boxes_locked_to_any_thread 
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 are_text_boxes_locked_to_any_thread 
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  // TIME
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG2' time 5000 flag 1  // ~s~It's daylight! Not the time for home invasions! Go and offload what you've already stolen within the time limit!
if 
  93@ == 1 
else_jump @BURGJB_1838 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
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~Put the goods in the ~b~truck~s~.
102@ = 1 
jump @BURGJB_1909 

:BURGJB_1886
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
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~You are out of time, come back another night and finish the job
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 are_text_boxes_locked_to_any_thread 
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~You are out of time, come back another night and finish the job
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~You no longer have the ski mask.
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~You have to lose the heat before you can offload the goods.
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~Go and offload the goods at the ~y~lockup~s~, or find a house to break into.
jump @BURGJB_2639 

:BURGJB_2623
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.

: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~Go and find a house to break into.

: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~Put the goods in the ~b~truck~s~.
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~Find something worth stealing.
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~Go and find a house to break into.
jump @BURGJB_2943 

:BURGJB_2927
00BB: show_text_lowpriority GXT 'BURG31' time 5000 flag 1  // ~s~Go and find a house to break into, or get in the ~b~truck~s~ and go offload what you've already stashed.

: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~Put the goods in the ~b~truck~s~.
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~Get in the ~b~truck~s~ then go and offload the goods at the garage.
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~You have to lose the heat before you can offload the goods.
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~Go and offload the goods at the ~y~lockup~s~.
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~Park the truck in the ~y~lockup~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: update_float_stat_to 46@ stat_id 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 are_text_boxes_locked_to_any_thread 
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 are_text_boxes_locked_to_any_thread 
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~This load: ~1~ item $~1~
jump @BURGJB_4958 

:BURGJB_4936
036D: show_text_2numbers_styled GXT 'BURG36' numbers 48@ 34@ time 5000 style 6  // ~s~This load: ~1~ items $~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~Go and find a house to break into.

: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_in_burglary_interior 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 sphere 0 on_foot 
else_jump @BURGJB_5974 
if 
  100@ == 0 
else_jump @BURGJB_5967 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to put item in truck
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  // Noise
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~You have been detected!
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~The cops are on the way!
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
jump @BURGJB_7336 

:BURGJB_7247
03D5: remove_text 'BURG58'  // ~s~You have ~1~ seconds to get out of the house!
03D5: remove_text 'BURG59'  // ~s~You have ~1~ second to get out of the house!
09C1: add_next_text_to_brief_history 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~You have ~1~ seconds to get out of the house!
jump @BURGJB_7336 

:BURGJB_7317
01E4: show_text_1number_lowpriority GXT 'BURG59' number $BURGLARY_ESCAPE_TIME_SEC time 1000 flag 1  // ~s~You have ~1~ second to get out of the house!

: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~Take the item back to the truck.
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 sphere 0 on_foot 
else_jump @BURGJB_7562 
if 
  100@ == 0 
else_jump @BURGJB_7555 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
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~Find something worth stealing.

: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 = get_controller_mode 
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~Burglary mission cancelled!
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~Burglary mission cancelled!
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  // Burglary mission ended.
036D: show_text_2numbers_styled GXT 'BURG37' numbers 47@ $BUGRLARY_CASH time 5000 style 1  // TOTAL: ~1~ items worth $~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  // Burglary missions complete: $~1~
Player.Money($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 17---------------
// Originally: Drive-By

: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 
$TEMPVAR_ACTOR_CAR = Actor.MissionCar($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  // Freight Mission Level ~1~
jump @FREIGHT_687 

:FREIGHT_671
00BA: show_text_styled GXT 'FREI_X' time 5000 style 4  // Freight 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 
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)

: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:   is_keyboard_key_just_pressed 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 
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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~Deliver the cargo to the stations within the time limit!

: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~If you go too fast you will derail!
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~Brake early or you will overshoot the station!
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  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
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  // CARGO DELIVERED! $~1~
Player.Money($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~ Seconds
$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  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
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~Freight mission cancelled!
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 FAILED!
00BC: show_text_highpriority GXT 'FREI_06' time 4000 flag 1  // ~r~You missed your delivery!
return 

:FREIGHT_2905
if 
  $163 == 2 
else_jump @FREIGHT_3032 
if 
  $8239 == 0 
else_jump @FREIGHT_2976 
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 50000
0394: play_music 1 

:FREIGHT_2976
if 
  $8239 == 2 
else_jump @FREIGHT_3025 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
0394: play_music 1 

:FREIGHT_3025
jump @FREIGHT_3051 

:FREIGHT_3032
01E3: show_text_1number_styled GXT 'FREI_15' number $163 time 5000 style 1  // Level ~1~ Complete

: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:   is_keyboard_key_just_pressed 83 
else_jump @FREIGHT_3409 

:FREIGHT_3409
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @FREIGHT_3424 

:FREIGHT_3424
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @FREIGHT_3439 

:FREIGHT_3439
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @FREIGHT_3454 

:FREIGHT_3454
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @FREIGHT_3490 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_3490 
05BE: AS_actor $PLAYER_ACTOR die 

:FREIGHT_3490
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @FREIGHT_3535 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_3535 
Actor.AddArmour($PLAYER_ACTOR, 100)
055E: set_player $PLAYER_CHAR max_health += 100 

:FREIGHT_3535
return 

//-------------Mission 18---------------
// Originally: Sweet's Girl

: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@ = 2307.902 
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@ = 1959.538 
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@ = -1823.876 
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@ = -2757.468 
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($PLAYER_ACTOR)
else_jump @PIMP_3370 
40@ = Actor.MissionCar($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 
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  // TIME
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 // == constant 
else_jump @PIMP_3765 
if 
84A4:   not  531@ == 2 // == constant 
else_jump @PIMP_3765 
if 
84A4:   not  531@ == 3 // == constant 
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 // = constant 
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 // = constant 

: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 // = constant 

: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~Customers won't wait forever! Deliver your girl quicker next time!
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~You've run out of time! A pimp has to be quick to look after his girls!
jump @PIMP_37455 

:PIMP_3967
if 
0735:   is_keyboard_key_pressed 87 
else_jump @PIMP_3992 
$8246 += 60000 

:PIMP_3992
if 
0735:   is_keyboard_key_pressed 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:   is_keyboard_key_pressed 80 
else_jump @PIMP_4083 
Player.WantedLevel($PLAYER_CHAR) = 2

:PIMP_4083
if 
0735:   is_keyboard_key_pressed 79 
else_jump @PIMP_4105 
Player.WantedLevel($PLAYER_CHAR) = 0

:PIMP_4105
0293: $13 = get_controller_mode 
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~Pimping session over.
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~Pimping session over.
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~Respect your customers! They won't use your girls again if you get tough with them!
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~Respect your customers! They won't use your girls again if you get tough with them!
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: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'PIMP_1' number $8245 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back in the ~b~car~s~ or this pimping session is over!

: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~Pimping session over.
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 // == constant 
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'  // Idlewood
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'  // Ganton
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 Corona
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'  // Little Mexico
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'  // Ocean Docks
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'  // Los Santos International
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'  // Willowfield
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'  // Verdant Bluffs
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'  // Commerce
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'  // Downtown Los Santos
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'  // Glen 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'  // Las Colinas
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'  // Jefferson
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 Santos
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'  // Los Flores
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'  // East 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'  // Conference 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'  // Verona 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'  // Market
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
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 Maria 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 Seville
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'  // Rodeo
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'  // Richman
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'  // Vinewood
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'  // Mulholland
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'  // Temple
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 // == constant 
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'  // Calton 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'  // Juniper 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'  // Esplanade North
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'  // Juniper 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'  // Bayside Marina
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'  // Bayside
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'  // Battery 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'  // Gant 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
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
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'  // Esplanade East
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'  // Queens
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'  // Hashbury
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 Flats
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'  // Avispa Country Club
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'  // King's
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'  // Garcia
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'  // Doherty
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'  // Easter 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'  // Missionary Hill
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'  // Foster 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'  // Easter Bay 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'  // Palisades
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'  // Paradiso
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'  // Santa Flora
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'  // 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 // == constant 
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'  // The Pink Swan
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'  // The Four Dragons Casino
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'  // The Camel's Toe
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'  // Come-A-Lot
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'  // Pirates in Men's Pants
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'  // Royal Casino
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'  // Caligula'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'  // The High Roller
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'  // Starfish 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'  // The 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'  // The Visage
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'  // The Emerald Isle
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'  // Old Venturas Strip
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'  // The Clown's Pocket
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'  // Greenglass College
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'  // Las Venturas 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'  // Last Dime 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~There's a ~b~girl~s~ nearby - go pick her up.
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~Good! Go and pick up another ~b~girl~s~.
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~Your girl can't service customers in hospital! You're no playa!
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~Your girl can't service customers in hospital! You're no playa!
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~Your ~b~girl~s~ has finished with a customer. Go and pick her up.
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~Pick up your ~b~girl~s~ now!
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 time 60000 
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  // Pimping complete! Prostitutes will now pay YOU to have relations with them!
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: get_actor 35@(37@,2i) task 1482 status_store_to 539@ // ret 7 if not found 
if 
04A4:   539@ == 7 // == constant 
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 time 60000 

:PIMP_13007
if 
  47@ == 1 
else_jump @PIMP_29178 
if 
04A4:   531@ == 1 // == constant 
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~Head to the ~y~Docks~s~ to find a potential trick for your girl.
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~Get to ~y~Los Santos Airport~s~ to find a customer.
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~Go to ~y~Willowfield~s~ now.
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~Head up to the ~y~Bluffs~s~ region.
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~Drive into the ~y~Commerce~s~ district.
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~Take your girl ~y~Downtown~s~ now.
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  // ~y~Glen Park~s~ is your next destination.
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~Get to ~y~Little Mexico~s~ for another trick.
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~Make for the church in ~y~Jefferson~s~ now.
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  // ~y~East Los Santos~s~ next.
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~Drive to ~y~Los Flores~s~ to find another customer.
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~Drop your girl off at ~y~East Beach~s~ this time.
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~Head for the ~y~Conference Center~s~ at the centre of town.
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~Make for ~y~Verona Beach~s~ this time.
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  // ~y~Santa Maria Beach~s~ is your next destination.
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~Drive to the ~y~Marina~s~ to find another customer for your girl.
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~Head in to the ~y~Market~s~ region now.
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~Central ~y~Rodeo~s~ is your next destination.
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~Make for the ~y~Rodeo~s~ steps this time.
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~Head on up to ~y~Richman~s~ to find another customer for your girl
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~Drive to ~y~Mulholland~s~ to find another customer.
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~Head to the car wash in ~y~Mulholland~s~ next.
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~Get your girl to ~y~Vinewood~s~ this time.
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~Take your girl near the ~y~Temple~s~ cemetery.
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~Head back to ~y~Idlewood~s~ for another trick for your girl.
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~Drive to ~y~Ganton~s~ this time.
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~Make for ~y~El Corona~s~ to find another customer.
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~Head towards ~y~Little Mexico~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19041
if 
04A4:   531@ == 2 // == constant 
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~Go to ~y~Calton Heights~s~ to find a trick for your girl.
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~Head up to the park in ~y~Juniper Hill~s~ now.
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~Drive to ~y~Juniper Hill~s~ quickly.
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~Get to ~y~Esplanade North~s~ for another trick.
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  // ~y~Bayside Marina~s~ next.
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~Drive to ~y~Bayside~s~ to find another customer.
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~Drop your girl off at ~y~Battery Point~s~ now.
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  // ~y~Palisades~s~ is your next destination.
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~Go to ~y~Chinatown~s~ to find a trick for your girl.
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~Head ~y~Downtown~s~ now.
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~Drive to the ~y~Financial District~s~ quickly.
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~Get to ~y~Esplanade East~s~ for another trick.
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  // ~y~Queens~s~ next.
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~Drive to ~y~Hashbury~s~ to find another customer.
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~Drop your girl off at ~y~Ocean Flats~s~ now.
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  // ~y~Avispa Country Club~s~ is your next destination.
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~Drop your girl off at ~y~King's~s~ now.
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  // ~y~Garcia~s~ is your next destination.
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~Go to ~y~Doherty~s~ to find a trick for your girl.
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~Head to ~y~Easter Basin~s~ now.
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~Drive to ~y~Missionary Hill~s~ quickly.
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~Get to ~y~Foster Valley~s~ for another trick.
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  // ~y~Easter Bay Airport~s~ next.
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~Drive to ~y~Palisades~s~ to find another customer.
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~Drop your girl off at ~y~Paradiso~s~ now.
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  // ~y~Santa Flora~s~ is your next destination.
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  // ~y~City Hall~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24878
if 
04A4:   531@ == 3 // == constant 
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~Go to the ~y~Pink Swan~s~ to find a trick for your girl.
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~Head to the ~y~Four Dragons~s~ now.
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~Drive to the ~y~Camel's Toe~s~ quickly.
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~Get to ~y~Come-A-Lot~s~ for another trick.
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  // ~y~Pirates in Men's Pants~s~ next.
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~Drive to the ~y~Royal Casino~s~ to find another customer.
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~Drop your girl off at ~y~Caligula's Palace~s~ now.
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  // ~y~The High Roller~s~ is your next destination.
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~Go to ~y~Pilgrim~s~ to find a trick for your girl.
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~Head to the ~y~Starfish Casino~s~ now.
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~Drive to the ~y~Strip~s~ quickly.
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~Get to the ~y~Visage~s~ for another trick.
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  // ~y~Emerald Isle~s~ next.
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~Drive to ~y~Roca Escalante~s~ to find another customer.
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~Drop your girl off by the ~y~Old Venturas Strip~s~ now.
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  // ~y~The Clown's Pocket~s~ is your next destination.
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~Go to the ~y~Blackfield Chapel~s~ to find a trick for your girl.
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~Head to ~y~Greenglass College~s~ now.
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~Drive to ~y~Las Venturas Airport~s~ quickly.
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~Get to the ~y~Last Dime Motel~s~ for another trick.
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~Nice wheels! Keep me safe and you'll get a percentage!

:PIMP_29267
if 
  37@ == 1 
else_jump @PIMP_29301 
00BC: show_text_highpriority GXT 'PIMP_31' time 6000 flag 1  // ~w~Treat me right!

: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  // Pimping
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'  // Payment: // Trick Cut // Multiplier // Total Cash
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@  // $~1~
090E: set_panel 529@ active_row 2 
0093: 527@ = integer 526@ to_float 
if 
  37@ == 0 
else_jump @PIMP_29672 
00BC: show_text_highpriority GXT 'PIMP_7' time 6000 flag 1  // ~w~Here's your cut!
Player.Money($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~There's your share big boy!
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  // TIME
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~Get to the customer's ~y~area~s~ now!
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~Respect your customers! They won't use your girls again if you get tough with them!
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~Ok! Here's my customer! Let me out and I'll call you when I'm done!
48@ = 1 

:PIMP_30408
if 
  37@ == 1 
else_jump @PIMP_30449 
00BC: show_text_highpriority GXT 'PIMP_33' time 4000 flag 1  // ~w~Here's my man. Stop nearby. I'll call you when I'm ready for my next appointment.
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 // == constant 
else_jump @PIMP_30592 
05D3: AS_actor -1 goto_point 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_30592
if 
04A4:   531@ == 2 // == constant 
else_jump @PIMP_30640 
05D3: AS_actor -1 goto_point 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_30640
if 
04A4:   531@ == 3 // == constant 
else_jump @PIMP_30688 
05D3: AS_actor -1 goto_point 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) mode 6 time 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~Respect your customers! They won't use your girls again if you get tough with them!
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~Respect your customers! They won't use your girls again if you get tough with them!
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~Respect your customers! They won't use your girls again if you get tough with them!
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~Help me! This punk is getting rough! He thinks I've given him crabs!
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: set_actor 91@(511@,28i) target_priority 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  // TIME
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: set_actor 91@(512@,28i) target_priority 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  // TIME
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~I got a cheapskate who won't pay! I need your persuasive technique!
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: set_actor 91@(511@,28i) target_priority 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  // TIME
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: set_actor 91@(512@,28i) target_priority 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  // TIME
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, I'm finished. Come by and pick me up!
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, I'm finished. Come by and pick me up!
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~Chase down that ~r~punk~s~ quickly
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~A ~r~customer~s~ is being too rough with your girl! Get him!
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~That ~r~customer~s~ is taking advantage of your services. Destroy him!
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~That ~r~customer~s~ is taking advantage of your services. Destroy him!
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~That ~r~customer~s~ is taking advantage of your services. Destroy him!
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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~Chase down that ~r~punk~s~ quickly
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~A ~r~customer~s~ is being too rough with your girl! Get him!
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~That ~r~customer~s~ is taking advantage of your services. Destroy him!
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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~Chase down that ~r~punk~s~ quickly
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~A ~r~customer~s~ is being too rough with your girl! Get him!
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~That ~r~customer~s~ is taking advantage of your services. Destroy him!
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~Chase down that ~r~punk~s~ quickly
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~Chase down that ~r~punk~s~ quickly
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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~Chase down that ~r~punk~s~ quickly
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~A ~r~customer~s~ is being too rough with your girl! Get him!
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~That ~r~customer~s~ is taking advantage of your services. Destroy him!
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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~Good work! Drive back and pick up your ~b~girl~s~ to continue.
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) keep_position 0 
jump @PIMP_35259 

:PIMP_35248
0575: set_actor 91@(50@,28i) keep_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) keep_position 0 
jump @PIMP_35348 

:PIMP_35337
0575: set_actor 91@(511@,28i) keep_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) keep_position 0 
jump @PIMP_35437 

:PIMP_35426
0575: set_actor 91@(512@,28i) keep_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@ keep_position 0 
jump @PIMP_35510 

:PIMP_35503
0575: set_actor 35@ keep_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@ keep_position 0 
jump @PIMP_35583 

:PIMP_35576
0575: set_actor 36@ keep_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 // == constant 
else_jump @PIMP_36304 
if or
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_35810 
58@ = 1 

:PIMP_35810
if or
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
else_jump @PIMP_35884 
58@ = 2 

:PIMP_35884
if or
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_35958 
58@ = 3 

:PIMP_35958
if or
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
else_jump @PIMP_36032 
58@ = 4 

:PIMP_36032
if or
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
else_jump @PIMP_36120 
58@ = 5 

:PIMP_36120
if or
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
else_jump @PIMP_36194 
58@ = 6 

:PIMP_36194
if or
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
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 // == constant 
else_jump @PIMP_36876 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
else_jump @PIMP_36396 
58@ = 1 

:PIMP_36396
if or
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
else_jump @PIMP_36470 
58@ = 2 

:PIMP_36470
if or
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery 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
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
else_jump @PIMP_36618 
58@ = 4 

:PIMP_36618
if or
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
else_jump @PIMP_36692 
58@ = 5 

:PIMP_36692
if or
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
else_jump @PIMP_36766 
58@ = 6 

:PIMP_36766
if or
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay 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 // == constant 
else_jump @PIMP_37314 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
else_jump @PIMP_36968 
58@ = 1 

:PIMP_36968
if or
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
else_jump @PIMP_37042 
58@ = 2 

:PIMP_37042
if or
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
else_jump @PIMP_37116 
58@ = 3 

:PIMP_37116
if or
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
else_jump @PIMP_37190 
58@ = 4 

:PIMP_37190
if or
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
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 = get_controller_mode 
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 out of 10 pimps successful!

:PIMP_37489
if 
  49@ == 1 
else_jump @PIMP_37523 
00BA: show_text_styled GXT 'PIMP_41' time 5000 style 1  // 1 out of 10 pimps successful!

:PIMP_37523
if 
  49@ == 2 
else_jump @PIMP_37557 
00BA: show_text_styled GXT 'PIMP_42' time 5000 style 1  // 2 out of 10 pimps successful!

:PIMP_37557
if 
  49@ == 3 
else_jump @PIMP_37591 
00BA: show_text_styled GXT 'PIMP_43' time 5000 style 1  // 3 out of 10 pimps successful!

:PIMP_37591
if 
  49@ == 4 
else_jump @PIMP_37625 
00BA: show_text_styled GXT 'PIMP_44' time 5000 style 1  // 4 out of 10 pimps successful!

:PIMP_37625
if 
  49@ == 5 
else_jump @PIMP_37659 
00BA: show_text_styled GXT 'PIMP_45' time 5000 style 1  // 5 out of 10 pimps successful!

:PIMP_37659
if 
  49@ == 6 
else_jump @PIMP_37693 
00BA: show_text_styled GXT 'PIMP_46' time 5000 style 1  // 6 out of 10 pimps successful!

:PIMP_37693
if 
  49@ == 7 
else_jump @PIMP_37727 
00BA: show_text_styled GXT 'PIMP_47' time 5000 style 1  // 7 out of 10 pimps successful!

:PIMP_37727
if 
  49@ == 8 
else_jump @PIMP_37761 
00BA: show_text_styled GXT 'PIMP_48' time 5000 style 1  // 8 out of 10 pimps successful!

:PIMP_37761
if 
  49@ == 9 
else_jump @PIMP_37795 
00BA: show_text_styled GXT 'PIMP_49' time 5000 style 1  // 9 out of 10 pimps successful!

:PIMP_37795
return 

:PIMP_37797
01E3: show_text_1number_styled GXT 'PIMP_50' number 1000 time 5000 style 1  // Pimping Complete!
0394: play_music 1 
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 and_scm_inject 
$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 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$162 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 19---------------
// Originally: Cesar Vialpando

: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 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 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(#CZ75)
Model.Load(#MAC10)
Model.Load(#CHROMEGUN)
Model.Load(#AK74U)

:SHRANGE_995
if or
   not Model.Available(#CZ75)
   not Model.Available(#MAC10)
   not Model.Available(#CHROMEGUN)
   not Model.Available(#AK74U)
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:   is_keyboard_key_just_pressed 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 slot 3 weapon $8135 ammo $8131 model $8139 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $8136 ammo $8132 model $8140 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $8137 ammo $8133 model $8141 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 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  // Test your skills in the Ammu-Nation shooting range challenge.
00BB: show_text_lowpriority GXT 'ANR_2' time 4000 flag 1  // Compete against two other competitors firing a range of weapons.
00BB: show_text_lowpriority GXT 'ANR_3' time 4000 flag 1  // You must finish first in each round to progress to the next.
$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@ > $8076 // (int) 
else_jump @SHRANGE_2590 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Pistol, 99999)
$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 time -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 dont_warp_gang 
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 time -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  // Pistol ~n~Round 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'  // Pistol ~n~Round 1
00BB: show_text_lowpriority GXT 'ANR_7' time 4000 flag 1  // Destroy the targets in your lane as they appear. Aim for the red markers on each target.
00BB: show_text_lowpriority GXT 'ANR_10' time 4000 flag 1  // Be the first to destroy three targets.
$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  // Pistol ~n~Round 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 
  $8124 == 0 
else_jump @SHRANGE_3799 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Pistol, 99999)

: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'  // A new weapon challenge is available.
$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~GO!
$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 
  $8124 == 3 
else_jump @SHRANGE_4755 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MicroUzi, 99999)
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 
  $8124 == 6 
else_jump @SHRANGE_4822 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Shotgun, 99999)
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 
  $8124 == 9 
else_jump @SHRANGE_4889 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, AK47, 99999)
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~Round 1

:SHRANGE_4945
if 
  $8124 == 6 
else_jump @SHRANGE_4979 
00BA: show_text_styled GXT 'ANR_23' time 3000 style 1  // Shotgun ~n~Round 1

:SHRANGE_4979
if 
  $8124 == 9 
else_jump @SHRANGE_5013 
00BA: show_text_styled GXT 'ANR_50' time 3000 style 1  // AK47 ~n~Round 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  // Round 1 Passed!

: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  // Round 2 Passed!

: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~You've completed the Ammu-Nation challenge.
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 1 
$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  // Pistol Challenge Passed

: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 Challenge Passed

: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  // Shotgun Challenge Passed

: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~Congratulations, you've mastered that weapon. Now let's see you try with another.

: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~Congratulations, you've mastered that weapon. Now let's see you try with another.

: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'  // Pistol ~n~Round 2
03D6: remove_styled_text 'ANR_19'  // Pistol ~n~Round 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'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_18' time 4000 style 1  // Pistol ~n~Round 2
00BB: show_text_lowpriority GXT 'ANR_9' time 4000 flag 1  // In this round the targets will advance towards the player.
00BB: show_text_lowpriority GXT 'ANR_10' time 3000 flag 1  // Be the first to destroy three targets.
$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  // Pistol ~n~Round 2

:SHRANGE_7364
if 
  $8124 == 4 
else_jump @SHRANGE_7398 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Round 2

:SHRANGE_7398
if 
  $8124 == 7 
else_jump @SHRANGE_7432 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_7432
if 
  $8124 == 10 
else_jump @SHRANGE_7466 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 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~GO!
$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~Round 2

:SHRANGE_8188
if 
  $8124 == 7 
else_jump @SHRANGE_8222 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_8222
if 
  $8124 == 10 
else_jump @SHRANGE_8256 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 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'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_19' time 4000 style 1  // Pistol ~n~Round 3
00BB: show_text_lowpriority GXT 'ANR_33' time 3000 flag 1  // ~s~In this round there will only be one target.
00BB: show_text_lowpriority GXT 'ANR_34' time 3000 flag 1  // ~s~Competitors will shoot the target simultaneously.
00BB: show_text_lowpriority GXT 'ANR_35' time 3000 flag 1  // ~s~Each element hit will score a point.
00BB: show_text_lowpriority GXT 'ANR_46' time 3000 flag 1  // ~s~The first to score 20 points will win.
$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~Booth1
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~Booth2
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  // Pistol ~n~Round 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~GO!
$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~Round 3

:SHRANGE_9898
if 
  $8124 == 8 
else_jump @SHRANGE_9932 
00BA: show_text_styled GXT 'ANR_25' time 2000 style 1  // Shotgun ~n~Round 3

:SHRANGE_9932
if 
  $8124 == 11 
else_jump @SHRANGE_9966 
00BA: show_text_styled GXT 'ANR_52' time 2000 style 1  // AK47 ~n~Round 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~Booth1
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~Booth2
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~You were beaten.
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
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $8135, $8131)

: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
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $8136, $8132)

: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
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $8137, $8133)

: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
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $8138, $8134)

: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 $TEMPVAR_FLOAT_3 dont_warp_gang 
if 
   not Actor.Dead($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: disable_text_with_style 1 
00BB: show_text_lowpriority GXT 'ANR_A1' time 4000 flag 1  // ~s~Shooting range challenge cancelled.
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  // Check back later for new weapon challenges.

: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 
Actor.GiveWeaponAndAmmo($8094($SHOOTING_INDEX,3i), Pistol, 99999)
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 22 

:SHRANGE_11723
if 
  $8028($SHOOTING_INDEX,4i) == 2 
else_jump @SHRANGE_11772 
Actor.GiveWeaponAndAmmo($8094($SHOOTING_INDEX,3i), MicroUzi, 99999)
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 28 

:SHRANGE_11772
if 
  $8028($SHOOTING_INDEX,4i) == 3 
else_jump @SHRANGE_11821 
Actor.GiveWeaponAndAmmo($8094($SHOOTING_INDEX,3i), Shotgun, 99999)
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 25 

:SHRANGE_11821
if 
  $8028($SHOOTING_INDEX,4i) == 4 
else_jump @SHRANGE_11870 
Actor.GiveWeaponAndAmmo($8094($SHOOTING_INDEX,3i), AK47, 99999)
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: get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
04A3:   $8077 == 7 // == constant 
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: get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
04A3:   $8077 == 7 // == constant 
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: get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
84A3:   not  $8077 == 7 // == constant 
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: $8081 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = sine 59@($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) XYZ_rotation 90.0 0.0 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) XYZ_rotation 90.0 0.0 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) XYZ_rotation $8054($SHOOTING_INDEX,3f) 0.0 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] firing_weapon 
else_jump @SHRANGE_15952 
0058: $8125 += $8078 // (int) 
jump @SHRANGE_16023 

:SHRANGE_15952
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
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] firing_weapon 
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] firing_weapon 
else_jump @SHRANGE_16077 
0058: $8127 += $8078 // (int) 
jump @SHRANGE_16148 

:SHRANGE_16077
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
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] firing_weapon 
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 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 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) XYZ_rotation $8054($SHOOTING_INDEX,3f) 0.0 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) XYZ_rotation $8054($SHOOTING_INDEX,3f) 0.0 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: $8081 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = sine 59@($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(#CZ75)
Model.Destroy(#MAC10)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#AK74U)
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 20---------------
// Originally: Los Sepulcros

: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: printstring "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 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @TRUCK_468 
00BC: show_text_highpriority GXT 'TRK_H17' time 5000 flag 1  // The next trucking mission will be available when you have access to Las Venturas.
if 
   not Actor.Dead($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 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @TRUCK_601 
00BC: show_text_highpriority GXT 'TRK_H18' time 5000 flag 1  // The next trucking mission will be available when you have access to San Fierro.
if 
   not Actor.Dead($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: printstring "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: printstring "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  // Cash
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  // This is a fragile load. Deliver the goods intact or lose cash for damages.
jump @TRUCK_1672 

:TRUCK_1533
00BC: show_text_highpriority GXT 'TRK_H7' time 15000 flag 1  // Deliver the goods as quickly as possible. If you are late you'll lose cash.
jump @TRUCK_1672 

:TRUCK_1556
00BC: show_text_highpriority GXT 'TRK_H12' time 15000 flag 1  // These goods are extremely fragile.
jump @TRUCK_1672 

:TRUCK_1579
00BC: show_text_highpriority GXT 'TRK_H9' time 15000 flag 1  // These goods are hot and will attract police interest.
jump @TRUCK_1672 

:TRUCK_1602
00BC: show_text_highpriority GXT 'TRK_H11' time 15000 flag 1  // You must deliver these fragile goods quickly and safely.
jump @TRUCK_1672 

:TRUCK_1625
00BC: show_text_highpriority GXT 'TRK_H10' time 15000 flag 1  // These goods are very hot and will attract a lot of police interest.
jump @TRUCK_1672 

:TRUCK_1648
0662: printstring "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($PLAYER_ACTOR, 74@)
07AB:   car 75@ has_attached_trailer 74@ 
else_jump @TRUCK_1922 
Player.CanMove($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  // The goods are late. Your cash has been halved.
110@ = 0 

:TRUCK_2343
if 
  111@ == 1 
else_jump @TRUCK_2384 
00BC: show_text_highpriority GXT 'TRK_H15' time 6000 flag 1  // The goods are very late. Your cash has been halved again.
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  // You are running out of time. Deliver the goods by the deadline to pass this mission.
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  // Asset acquired!
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  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
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~All future missions will be of variable distance, difficulty, and reward.
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 = 'short'  // ~s~Goods must be delivered without damage to ~a~
jump @TRUCK_3634 

:TRUCK_3502
05AA: 98@s = 'TRK_MNT' // @s = 'short'  // ~s~Goods must be delivered quickly to ~a~
jump @TRUCK_3634 

:TRUCK_3523
05AA: 98@s = 'TRK_MFD' // @s = 'short'  // ~s~Extremely fragile goods to ~a~
jump @TRUCK_3634 

:TRUCK_3544
05AA: 98@s = 'TRK_MI' // @s = 'short'  // ~s~Illegal goods to ~a~
jump @TRUCK_3634 

:TRUCK_3565
05AA: 98@s = 'TRK_MTD' // @s = 'short'  // ~s~Goods must be delivered quickly without damage to ~a~
jump @TRUCK_3634 

:TRUCK_3586
05AA: 98@s = 'TRK_MHI' // @s = 'short'  // ~s~Highly illegal goods to ~a~
jump @TRUCK_3634 

:TRUCK_3607
0662: printstring "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 = 'short'  // ~s~Red County, East San Andreas
jump @TRUCK_3801 

:TRUCK_3738
05AA: 100@s = 'TRK_CE1' // @s = 'short'  // ~s~Blueberry, Central San Andreas
jump @TRUCK_3801 

:TRUCK_3759
05AA: 100@s = 'TRK_CE2' // @s = 'short'  // ~s~Blueberry Acres, Central San Andreas
jump @TRUCK_3801 

:TRUCK_3780
05AA: 100@s = 'TRK_CE3' // @s = 'short'  // ~s~Dillimore, East San Andreas
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 = 'short'  // ~s~Montgomery, East San Andreas
jump @TRUCK_3924 

:TRUCK_3903
05AA: 100@s = 'TRK_CE5' // @s = 'short'  // ~s~Montgomery, East San Andreas
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 = 'short'  // ~s~Ocean Docks, Los Santos
jump @TRUCK_4089 

:TRUCK_4026
05AA: 100@s = 'TRK_LS1' // @s = 'short'  // ~s~Ocean Docks, Los Santos
jump @TRUCK_4089 

:TRUCK_4047
05AA: 100@s = 'TRK_LS2' // @s = 'short'  // ~s~Willowfield, Los Santos
jump @TRUCK_4089 

:TRUCK_4068
05AA: 100@s = 'TRK_LS3' // @s = 'short'  // ~s~El Corona, Los Santos
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 = 'short'  // ~s~Redsands West, Las Venturas
jump @TRUCK_4529 

:TRUCK_4256
05AA: 100@s = 'TRK_V1' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
jump @TRUCK_4529 

:TRUCK_4277
05AA: 100@s = 'TRK_V2' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
jump @TRUCK_4529 

:TRUCK_4298
05AA: 100@s = 'TRK_V3' // @s = 'short'  // ~s~Las Venturas Airport Depot, Las Venturas
jump @TRUCK_4529 

:TRUCK_4319
05AA: 100@s = 'TRK_V4' // @s = 'short'  // ~s~Starfish Casino, Las Venturas
jump @TRUCK_4529 

:TRUCK_4340
05AA: 100@s = 'TRK_V5' // @s = 'short'  // ~s~Creek, Las Venturas
jump @TRUCK_4529 

:TRUCK_4361
05AA: 100@s = 'TRK_V6' // @s = 'short'  // ~s~Spinybed, Las Venturas
jump @TRUCK_4529 

:TRUCK_4382
05AA: 100@s = 'TRK_V7' // @s = 'short'  // ~s~Pilgrim, Las Venturas
jump @TRUCK_4529 

:TRUCK_4403
05AA: 100@s = 'TRK_V8' // @s = 'short'  // ~s~Rockshore East, Las Venturas
jump @TRUCK_4529 

:TRUCK_4424
05AA: 100@s = 'TRK_V9' // @s = 'short'  // ~s~Rockshore East, Las Venturas
jump @TRUCK_4529 

:TRUCK_4445
05AA: 100@s = 'TRK_V10' // @s = 'short'  // ~s~Randolph Ind. Est., Las Venturas
jump @TRUCK_4529 

:TRUCK_4466
05AA: 100@s = 'TRK_V11' // @s = 'short'  // ~s~LVA Freight depot, Las Venturas
jump @TRUCK_4529 

:TRUCK_4487
05AA: 100@s = 'TRK_V12' // @s = 'short'  // ~s~Las Venturas Airport, Las Venturas
jump @TRUCK_4529 

:TRUCK_4508
05AA: 100@s = 'TRK_V13' // @s = 'short'  // ~s~Redsands West, Las Venturas
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 = 'short'  // ~s~Green Palms, North San Andreas
jump @TRUCK_4715 

:TRUCK_4631
05AA: 100@s = 'TRK_NC1' // @s = 'short'  // ~s~Bone County, North San Andreas
jump @TRUCK_4715 

:TRUCK_4652
05AA: 100@s = 'TRK_NC2' // @s = 'short'  // ~s~Bone County, North San Andreas
jump @TRUCK_4715 

:TRUCK_4673
05AA: 100@s = 'TRK_NC3' // @s = 'short'  // ~s~The Sherman Dam, North San Andreas
jump @TRUCK_4715 

:TRUCK_4694
05AA: 100@s = 'TRK_NC4' // @s = 'short'  // ~s~Verdant Meadows, North San Andreas
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 = 'short'  // ~s~Whetstone, South San Andreas
jump @TRUCK_4859 

:TRUCK_4817
05AA: 100@s = 'TRK_CS1' // @s = 'short'  // ~s~Angel Pine, South San Andreas
jump @TRUCK_4859 

:TRUCK_4838
05AA: 100@s = 'TRK_CS2' // @s = 'short'  // ~s~Whetstone, South San Andreas
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 = 'short'  // ~s~Easter Bay Airport, San Fierro
jump @TRUCK_5024 

:TRUCK_4961
05AA: 100@s = 'TRK_SF1' // @s = 'short'  // ~s~Battery Point, San Fierro
jump @TRUCK_5024 

:TRUCK_4982
05AA: 100@s = 'TRK_SF2' // @s = 'short'  // ~s~Easter Basin, San Fierro
jump @TRUCK_5024 

:TRUCK_5003
05AA: 100@s = 'TRK_SF3' // @s = 'short'  // ~s~Easter Basin, San Fierro
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 = 'short'  // ~s~El Quebrados, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5126
05AA: 100@s = 'TRK_CN1' // @s = 'short'  // ~s~Bayside Marina, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5147
05AA: 100@s = 'TRK_CN2' // @s = 'short'  // ~s~Tierra Robada, North West San Andreas
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:   car 75@ has_attached_trailer 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 car 75@ has_attached_trailer 74@ 
  72@ == 0 
else_jump @TRUCK_5472 
89@ = 5 

:TRUCK_5472
return 

:TRUCK_5474
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 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~You have ~1~ second to get back in the ~b~cab~s~.
jump @TRUCK_5562 

:TRUCK_5543
01E4: show_text_1number_lowpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.

: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~You have ~1~ second to reattach the ~b~trailer~s~ to the cab.
jump @TRUCK_5684 

:TRUCK_5665
01E4: show_text_1number_lowpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

: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 car 75@ has_attached_trailer 74@ 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5873 
84@ = 60 
0085: 80@ = 47@ // (int) 
80@ += 1000 
105@ = 1 
Marker.Disable(76@)
09C1: add_next_text_to_brief_history 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5854 
01E5: show_text_1number_highpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.
jump @TRUCK_5873 

:TRUCK_5854
01E5: show_text_1number_highpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

: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  // Damage

:TRUCK_6031
if 
  88@ == 2 
else_jump @TRUCK_6076 
gosub @TRUCK_6559 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
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  // Deliver by
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage
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  // Deadline
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  // Cash
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: printstring "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: printstring "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: printstring "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: printstring "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: printstring "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: printstring "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: printstring "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: printstring "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@ = 1727.832 
103@ = 2338.017 
104@ = 9.813 
jump @TRUCK_11212 

:TRUCK_11180
0662: printstring "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: printstring "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: printstring "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: printstring "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: printstring "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: printstring "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_12401
return 

:TRUCK_12403
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 98 
else_jump @TRUCK_12686 
40@ = 1 

:TRUCK_12686
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @TRUCK_12774 
if 
  41@ == 0 
else_jump @TRUCK_12749 
41@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @TRUCK_12774 

:TRUCK_12749
41@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TRUCK_12774
return 

:TRUCK_12776
if or
  36@ == 50 
  36@ == 51 
else_jump @TRUCK_12803 
return 

:TRUCK_12803
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @TRUCK_12834 
gosub @TRUCK_16540 
38@ = 1 
return 

:TRUCK_12834
if 
0736:   is_keyboard_key_just_pressed 77 
else_jump @TRUCK_12880 
$TRUCKING_TOTAL_PASSED_MISSIONS += 1 
0663: printint "MISSIONS_PASSED" $TRUCKING_TOTAL_PASSED_MISSIONS 
return 

:TRUCK_12880
72@ = 0 
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @TRUCK_12909 
72@ = 1 

:TRUCK_12909
73@ = 0 
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @TRUCK_12938 
73@ = 1 

:TRUCK_12938
50@ = 0 
if 
0736:   is_keyboard_key_just_pressed 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: printint "AREA" 34@ 
return 

:TRUCK_13071
if 
  73@ == 1 
else_jump @TRUCK_13116 
35@ += 1 
0663: printint "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: printstring "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: printstring "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: printstring "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: printstring "UNKNOWN_TRAILER" 

:TRUCK_16340
return 

:TRUCK_16342
return 

:TRUCK_16344
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
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~Out of cash
jump @TRUCK_16538 

:TRUCK_16446
00BC: show_text_highpriority GXT 'TRK_F2' time 5000 flag 1  // ~r~Out of time
jump @TRUCK_16538 

:TRUCK_16469
00BC: show_text_highpriority GXT 'TRK_F3' time 5000 flag 1  // ~r~Truck destroyed!
jump @TRUCK_16538 

:TRUCK_16492
00BC: show_text_highpriority GXT 'TRK_F4' time 5000 flag 1  // ~r~Not in cab
jump @TRUCK_16538 

:TRUCK_16515
00BC: show_text_highpriority GXT 'TRK_F5' time 5000 flag 1  // ~r~Trailer not attached
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 PASSED!~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~You've completed your first trucking mission. Return to the depot at any time for more.
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 1 
$MISSION_TRUCKING_PASSED = 1 
114@ = 1 

:TRUCK_16687
00BA: show_text_styled GXT 'TRK_P4' time 5000 style 4  // Trucking Complete!
jump @TRUCK_16729 

:TRUCK_16710
01E5: show_text_1number_highpriority GXT 'TRK_P3' number $TRUCKING_TOTAL_PASSED_MISSIONS time 5000 flag 1  // ~s~~1~ trucking missions complete.

: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 21---------------
// Originally: Doberman

: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: printstring "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~You can't work here with a wanted level!
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:   is_keyboard_key_just_pressed 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~Return to the site office to start the next mission.
00BA: show_text_styled GXT 'SKIPPED' time 5000 style 5  // SKIPPED!
$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: printstring "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: printstring "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~A cop has been killed. Use the ~b~bulldozer~s~ in the quarry to get rid of the body before more cops come snooping.
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~Get back in the ~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~Get back in the ~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~Push the ~g~body~s~ and the ~g~bike~s~ towards the crane ~y~pick up area~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~Now get the ~g~body~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~Now get the ~g~cop's bike~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~Get into the ~y~crane.
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~Use the crane to load the body and the bike into the back of the ~b~dumper truck~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~Get into the ~b~dumper~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~Get back in the ~b~dumper truck~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~Get back in the ~b~dumper truck~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~Drive carefully up to the ~y~quarry entrance~s~.
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~Dump the body and the bike in the ~y~water~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'  // Don't let the Dumper Truck follow the bike and the body into the water.
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~Use the ~b~bulldozer~s~ to clear the paths before the next delivery arrives.
50@ = 1 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D2' // global_variable  // Delivery
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~Get back in the ~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~Get back in the ~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: printstring "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~ rock cleared. ~1~ to go.
jump @QUARRY_8878 

:QUARRY_8856
02FD: show_text_2numbers_lowpriority GXT 'QUAR_13' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ rocks cleared. ~1~ to go.

: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~Clear a path by pushing the ~g~rocks~s~ over the edge into the markers.
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~Bombs have been planted by a rival organization. Use the ~b~bulldozer~s~ to push the bombs to safe area markers.
008A: $8172 = 174@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Explode
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~Get back in the ~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~Get back in the ~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~Move the ~g~bomb~s~ to the alternative ~y~safe area~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: printstring "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  // Explode

: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~Move out of the bomb's blast radius.
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~There's a ~g~bomb~s~ beside the crane. Make it ~y~safe~s~.
jump @QUARRY_10522 

:QUARRY_10476
00BC: show_text_highpriority GXT 'QUAR_18' time 7000 flag 1  // ~s~The next ~g~bomb~s~ is at the grinder. Push it to the ~y~safe area~s~.
jump @QUARRY_10522 

:QUARRY_10499
00BC: show_text_highpriority GXT 'QUAR_34' time 7000 flag 1  // ~s~The last ~g~bomb~s~ is between the crushers. Move it to ~y~safety~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@ 

: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~The first ~g~bomb~s~ is behind the site office. Push it to ~y~safety~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~The bombers have been caught. Their bodies are loaded on a ~b~dumper~s~ at the quarry's ~y~other entrance~s~. Dump them before the cops come snooping.
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) XYZ_rotation 75@ 76@ 77@ 
0654: make_object 114@(50@,7i) fireproof 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~Take the bodies to the quarry ~y~main entrance~s~.
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: make_object 111@(48@,3i) fireproof 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~Get back in the ~b~dumper truck~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~Get back in the ~b~dumper truck~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'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to raise and lower the Dumper's loader.
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~Follow the tracks down to the quarry floor and burn the bodies in the ~y~fire~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  // Deadline
0085: 206@ = 46@ // (int) 
00BC: show_text_highpriority GXT 'QUAR_38' time 10000 flag 1  // ~s~The ~b~dumper~s~ is loaded with explosives and needs to be driven gently. Deliver the explosives to the ~y~desert airstrip~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@ 
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@ 
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~Get back in the ~b~dumper truck~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~Get back in the ~b~dumper truck~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~Drop the barrels. The soft sand will prevent an explosion.
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@ 
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  // Train
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~A dumper has spilled it's load of explosives all along the train tracks. Use the ~b~bulldozer~s~ to clear them before the next train passes.
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@ 
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~Get back in the ~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~Get back in the ~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~The ~b~train~s~ is approaching.
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~The ~b~train~s~ is approaching.
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~The ~b~train~s~ is approaching.
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~The bombers are escaping in a ~r~dumper~s~. Use this ~b~dumper~s~ to destroy it before they reach safety.
03C4: set_status_text $8173 type 1 GXT 'QUAR_D6' // global_variable  // Damage
50@ = 3 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
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~The ~r~bombers~s~ are getting too far away.
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~The ~r~bombers~s~ are getting too far away.
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~Get back in the ~b~dumper truck~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~Get back in the ~b~dumper truck~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  // Asset acquired!
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  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
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~Quarry missions complete in ~1~m ~1~s. In future missions you will be competing against your own best times.
00BB: show_text_lowpriority GXT 'QUAR_H3' time 7000 flag 1  // The dumper truck and bulldozer will now always be available in the quarry.
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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 98 
else_jump @QUARRY_20808 
38@ = 1 

:QUARRY_20808
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @QUARRY_20896 
if 
  39@ == 0 
else_jump @QUARRY_20871 
39@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @QUARRY_20896 

:QUARRY_20871
39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:QUARRY_20896
return 

:QUARRY_20898
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @QUARRY_20922 
36@ = 1 
return 

:QUARRY_20922
if 
0736:   is_keyboard_key_just_pressed 77 
else_jump @QUARRY_20968 
$QUARRY_MISSIONS_PASSED += 1 
0663: printint "MISSIONS_PASSED" $QUARRY_MISSIONS_PASSED 
return 

:QUARRY_20968
if 
8736:   not is_keyboard_key_just_pressed 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'  // You are competing against your own best time. Press ~k~~PED_LOOKBEHIND~ to skip this mission.

: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: printstring "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) XYZ_rotation 0.0 0.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.0427, 1602.768, 7.1368)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 78.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.5758, 1616.749, 6.8536)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 64.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.6569, 1653.42, 6.158)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 36.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.8057, 1671.523, 5.8467)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 14.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.5768, 1700.305, 5.4186)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 128.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.4429, 1730.141, 5.0731)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 96.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.0187, 1765.321, 4.6566)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 65.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.176, 1812.375, 4.3281)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 170.0 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.7178, 1869.991, 4.3281)
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 143.0 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
85@ = Actor.CreateAsDriver(CivMale, #BMYBE, 91@)
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 FAILED!
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~Missed deadline.
jump @QUARRY_26380 

:QUARRY_26081
00BC: show_text_highpriority GXT 'QUAR_F1' time 5000 flag 1  // ~r~Dozer destroyed.
jump @QUARRY_26380 

:QUARRY_26104
00BC: show_text_highpriority GXT 'QUAR_F2' time 5000 flag 1  // ~r~Dumper destroyed.
jump @QUARRY_26380 

:QUARRY_26127
00BC: show_text_highpriority GXT 'QUAR_F3' time 5000 flag 1  // ~r~You dropped your load!
jump @QUARRY_26380 

:QUARRY_26150
00BC: show_text_highpriority GXT 'QUAR_F4' time 5000 flag 1  // ~r~The cops have arrived.
jump @QUARRY_26380 

:QUARRY_26173
00BC: show_text_highpriority GXT 'QUAR_F5' time 5000 flag 1  // ~r~The delivery trucks have arrived.
jump @QUARRY_26380 

:QUARRY_26196
00BC: show_text_highpriority GXT 'QUAR_F6' time 5000 flag 1  // ~r~The bomb exploded.
jump @QUARRY_26380 

:QUARRY_26219
00BC: show_text_highpriority GXT 'QUAR_F7' time 5000 flag 1  // ~r~Too close.
jump @QUARRY_26380 

:QUARRY_26242
00BC: show_text_highpriority GXT 'QUAR_F8' time 5000 flag 1  // ~r~You've dropped the bodies.
jump @QUARRY_26380 

:QUARRY_26265
00BC: show_text_highpriority GXT 'QUAR_F9' time 5000 flag 1  // ~r~The barrels have exploded.
jump @QUARRY_26380 

:QUARRY_26288
00BC: show_text_highpriority GXT 'QUAR_FA' time 5000 flag 1  // ~r~Explosives on track.
jump @QUARRY_26380 

:QUARRY_26311
00BC: show_text_highpriority GXT 'QUAR_FB' time 5000 flag 1  // ~r~Train destroyed.
jump @QUARRY_26380 

:QUARRY_26334
00BC: show_text_highpriority GXT 'QUAR_FC' time 5000 flag 1  // ~r~Too far away.
jump @QUARRY_26380 

:QUARRY_26357
00BC: show_text_highpriority GXT 'QUAR_FD' time 5000 flag 1  // ~r~Bombers reached safety.
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 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27067 
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 3000 style 1  // MISSION PASSED!~n~~w~$~1~
jump @QUARRY_27086 

:QUARRY_27067
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 5000 style 1  // MISSION PASSED!~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 PASSED!
if 
  293@ == 1 
else_jump @QUARRY_27160 
00BC: show_text_highpriority GXT 'QUAR_P5' time 5000 flag 1  // ~s~You equaled your best time!
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~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.

: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~You have completed your first quarry mission. Return to the site office for more.
jump @QUARRY_27480 

:QUARRY_27270
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27461 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 1 
$MISSION_QUARRY_PASSED = 1 
$QUARRY_MISSIONS_PASSED = 0 
00BA: show_text_styled GXT 'QUAR_P2' time 4000 style 4  // Quarry Complete!
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~ quarry missions complete.

: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: remove_references_to_all_fires 
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 22---------------
// Originally: Burning Desire

: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@ untargetable 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 direction_offset_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 direction_offset_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 direction_offset_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:   is_keyboard_key_pressed 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@)
47@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 46@)
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
39@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 37@)
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 switchstyle 2 
return 

:BOAT_2488
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
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~Hold ~k~~VEHICLE_ACCELERATE~ to throttle forward and bring the boat to rest within the parallel ~y~buoys~s~ region.
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: sync_water 
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  // time
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@ angle -30.0 sphere 0 in_car 
else_jump @BOAT_3110 
00BC: show_text_highpriority GXT 'BOAT_32' time 4000 flag 1  // ~s~In stopping 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~Finished!
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@ angle -30.0 sphere 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~Hold ~k~~VEHICLE_BRAKE~ to apply reverse throttle.

: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~Time over!
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@)
47@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 46@)
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
39@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 37@)
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 switchstyle 2 
return 

:BOAT_4045
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
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~Navigate through each pair of ~y~buoys~s~. Throttle with ~k~~VEHICLE_ACCELERATE~ and use ~k~~VEHICLE_STEERLEFT~ and ~k~~VEHICLE_STEERRIGHT~ to steer.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_4456 
0971: sync_water 
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  // time

: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@ angle 3.0 sphere 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~Hold ~k~~VEHICLE_HANDBRAKE~ to perform a sharper turn.
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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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~Finished!
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@)
47@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 46@)
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
39@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 37@)
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 switchstyle 2 
return 

:BOAT_6744
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
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~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_7250 
0971: sync_water 
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  // time

: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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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~Finished!
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@)
47@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 46@)
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
39@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 37@)
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 switchstyle 2 
return 

:BOAT_11193
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
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~ Power towards the jump ramp and land within the parallel ~y~buoys~s~ to register a valid jump.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_11656 
0971: sync_water 
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  // time
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 dep-1 ms.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 
  // (int)00 
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@ angle 600.0 sphere 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@ angle 600.0 sphere 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@)
ump @TA46@ = distance_between_XY 201@ 202@ and_XY 192@ 1K_5362
iBOAT_12058
if 
  1000 > 33@ 
else_jump @BOAT_12088 
wait 0 
jump @BOAT_12058362
iBOAT_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_12jump @TRUCK_47 > $8197 
else_jump @BOAT_12jump @00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
161@ = 99 
wait 3000 
jump @BOAT_12725 

:BOAT_12jum
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 
  ate_che= 0 
else_jump @BOAT_12379 
ate_che 1 
$19@ // (int)_3396 
1 

:BOAT_12379
if 
  $8195 == 3 
else_jump @BOAT_12429 
if 
  ate_0 == 0 
else_jump @BOAT_12429 
$19@ // (int)_3396 
1 

:BOAT_12429
if 
  $8195 == 2 
else_jump @BOAT_12472 
if 
  $19 0.05 
else_jump @QUBOAT_12472 
)_3396 
1 

:BOAT_12472
jump @BOAT_12486 

:BOAT_12479
$8195 = 0 

:BOAT_12486
if 
  $1962 == 4 
else_jump @BOAT_12572 
if or
001D:   168@ > 22ker.Disable(52@)
Mark168@ sab22ker.Disable(52else_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@)
47@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 46@)
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, -23
5367, 2 122529, 6.0mp )
0229: set_car 37@ primary_color_to 6 secondary_color_to 2 
Car.Angle(37@) = 111.0
39@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 37@)
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 switchstyle 2 
return 

:BOAT_13027
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
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(321
060A: cr
: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:   is_keyboard_key_pressed 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_1GE[5] "jump @BOAT_37691 

:BOAT_13414
if 
  162@ == 0 
else_jump @BOAT_13555 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_13555 
0971: sync_water 
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  // time
Car.LockInCurrentPosition(321
06False

: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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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_1ct.Storif 
   not Car.Wrecked(37@)
else_jump @BOAT_15t.Storif 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 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@ angle 3.0 sphere 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_1c724 
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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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~Finished!
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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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@ angle 3.0 sphere 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~Finished!
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 
  ate_4 == 0 
else_jump @BOAT_19273 
ate_4 = 1 
$19@3 = 1 
$19@26 
1 

:BOAT_19273
if 
  $8195 == 3 
else_jump @BOAT_19323 
if 
  $19@3 == 0 
else_jump @BOAT_19323 
$19@3 = 1 
$19@26 
1 

:BOAT_19323
if 
  $8195 == 2 
else_jump @BOAT_19366 
if 
  $19@26 = 0 
else_jump @BOAT_19366 
$19@26 
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_19x_armour 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@rity GXT 'TRK_H4' number1@ = 0 
207@ = 0 
208@ = 0 
49@ = 016 
90@ = 56 
900@ = 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_2035@ = 99 

166@ == 1 
else_jump @BOAT_20354 
166@ = 0 
165@ = 1 

:BOAT_20354
jump @BOAT_20386 

:BOAT_2035@= 99 

166@ == 0 
else_jump @BOAT_20386 
166@ = 1 

:BOAT_20386
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(321
06False
0323: enable_boat 37@ anchor 1 
Car.LockInCurrentPosition(321
06False

: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_20t.Storif 
   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(321
06False
if 
   not $8189 == 4 
else_jump @BOAT_20331 
if 
   not $8189 == 5 
else_jump @BOAT_20331 
0323: enable_boat 37@ anchor 1 

:BOAT_20331
Car.LockInCurrentPosition(321
06False

: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_20tangle_llB: 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 
_llB: 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_21arker.Disable(91@ == 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_transverselse_jum50.0 time 2000 
(91@ = 1 

:BOAT_208AXIODD_6518 
if 3000 
else_jump @BOAT_90035 
if 
  6000 > 32@ 
else_jump @BOAT_90035 
if 
  (91@ == 1 
else_jump @BOAT_90035 
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_transverselse_jum50.0 time 2000 
(91@ = 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_transverselse_jum50.0 time 2000 
(91@ = 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  // Results
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  // Results

: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  // Finish Time:
jump @BOAT_22153 

:BOAT_22127
07FC: text_draw_box_position_XY 180.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:

: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  // Damage Penalty:
jump @BOAT_22320 

:BOAT_22294
07FC: text_draw_box_position_XY 180.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Damage Penalty:

: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  // Overall Time:
jump @BOAT_22549 

:BOAT_22523
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:

: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  // Jump Distance:
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  // Jump Distance:

: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  // Jump Distance:

: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'  // Jump Invalid!
jump @BOAT_22833 

:BOAT_22812
033E: set_draw_text_position 180.0 315.0 GXT 'BOAT_12'  // Jump Invalid!

: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 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 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'  // Continue
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'  // Exit
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'  // new record!

: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'  // new certificate awarded!

: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  // Finish Time:
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  // Overall Time:
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'  // new record!

: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'  // new certificate awarded!

: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'  // new record!
03D6: remove_styled_text 'BOAT_47'  // new certificate awarded!
0221: set_player $PLAYER_CHAR apply_brakes_to_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'  // basic seamanship
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'  // plot a course
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'  // fresh slalom
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'  // flying fish
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, sea and air
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'  // Exit
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'  // Exit

: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'  // Navigate
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'  // Navigate

: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'  // Navigate
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'  // Navigate

: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'  // Navigate
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'  // Navigate

: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: set_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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // finish under ~1~ seconds to pass
jump @BOAT_27777 

:BOAT_27621
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_27777 

:BOAT_27654
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_27777 

:BOAT_27687
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
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  // finish under ~1~ seconds to pass
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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // finish under ~1~ seconds to pass
jump @BOAT_28513 

:BOAT_28357
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_28513 

:BOAT_28390
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_28513 

:BOAT_28423
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
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  // finish under ~1~ seconds to pass
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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // finish under ~1~ minutes to pass
jump @BOAT_29259 

:BOAT_29103
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_29259 

:BOAT_29136
07FC: text_draw_box_position_XY 83.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_29259 

:BOAT_29169
07FC: text_draw_box_position_XY 112.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
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  // finish under ~1~ minutes to pass
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  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29567
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29598
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29629
045A: draw_text_1number 177.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29660
045A: draw_text_1number 160.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
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@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29827
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29858
045A: draw_text_1number 93.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29889
045A: draw_text_1number 123.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29920
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // record time ~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  // finish under ~1~ minutes to pass
jump @BOAT_30721 

:BOAT_30565
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_30721 

:BOAT_30598
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_30721 

:BOAT_30631
07FC: text_draw_box_position_XY 117.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
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  // finish under ~1~ minutes to pass
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'  // NO AWARD
jump @BOAT_31337 

:BOAT_31225
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31253
033E: set_draw_text_position 233.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31281
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31309
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
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'  // SILVER
jump @BOAT_31907 

:BOAT_31795
033E: set_draw_text_position 278.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31823
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31851
033E: set_draw_text_position 273.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31879
033E: set_draw_text_position 286.0 375.0 GXT 'BOAT_56'  // SILVER
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: sync_water 
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: sync_water 
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: sync_water 
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: sync_water 
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: sync_water 
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: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BOAT_33376
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
return 

:BOAT_33492
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 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
42@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 40@)
41@ = Car.Create(#MARQUIS, -1996.127, 2125.169, 0.0)
Car.Angle(41@) = 160.0
43@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 41@)
44@ = Car.Create(#TROPIC, -2251.171, 2129.291, 0.0)
Car.Angle(44@) = 182.0
45@ = Actor.CreateAsDriver(Mission2, #OMOBOAT, 44@)
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@, -2270.892, 1550.765, 0.0)
Object.PutAt(84@, -2334.242, 1647.581, 0.0)
Object.PutAt(85@, -2320.892, 1650.765, 0.0)
Object.PutAt(86@, -2284.242, 1747.581, 0.0)
Object.PutAt(87@, -2270.892, 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 
  $MISSION_BOAT_SCHOOL_PASSED == 0 
else_jump @BOAT_37807 
040D: unload_wav 3 
00BA: show_text_styled GXT 'BOAT_P2' time 5000 style 1  // BOAT SCHOOL PASSED!
00BB: show_text_lowpriority GXT 'BOAT_P1' time 5000 flag 1  // ~s~Congratulations! You have passed all of the boat school tests!
0394: play_music 1 
Player.ClearWantedLevel($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 to_player_owned 1 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_SQUALO to_player_owned 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS to_player_owned 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 to_player_owned 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS to_player_owned 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 to_player_owned 1 
$PARKED_MARQUIS_EXISTS = 2 

:BOAT_38532
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 23---------------
// Originally: Gray Imports

: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 FAILED!
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)
49@ = Actor.CreateAsDriver(CivFemale, #WMYMECH, 38@)
$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 direction_offset_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 direction_offset_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 direction_offset_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:   is_keyboard_key_pressed 81 
else_jump @BSKOOL_1416 
$2162 = 6 

:BSKOOL_1416
if 
0735:   is_keyboard_key_pressed 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 
49@ = Actor.CreateAsDriver(CivFemale, #WMYMECH, 38@)

: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~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
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~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
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 
49@ = Actor.CreateAsDriver(CivFemale, #WMYMECH, 38@)

: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~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
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~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
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 
49@ = Actor.CreateAsDriver(CivFemale, #WMYMECH, 38@)

: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~Do a Wheelie along the coned section. Accelerate to top speed, then push ~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~Do a Wheelie along the coned section. Accelerate to top speed, then push ~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 
49@ = Actor.CreateAsDriver(CivFemale, #WMYMECH, 38@)

: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~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~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~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~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 
49@ = Actor.CreateAsDriver(CivFemale, #WMYMECH, 38@)

: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~Jump the ramp and stop in the designated area.
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~Jump the ramp and stop in the designated area.
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 
49@ = Actor.CreateAsDriver(CivFemale, #WMYMECH, 38@)

: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~Jump the ramp, land in a stoppie and glide into the designated area.
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~Jump the ramp, land in a stoppie and glide into the designated area.
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  // You have completed the Bike School.~n~~w~Motorbike Skill +
0394: play_music 1 
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 to_player_owned 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 to_player_owned 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 to_player_owned 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'  // The 360
if 
  $2166 > 69 
else_jump @BSKOOL_13008 
008B: 66@ = $2166 // (int) 
jump @BSKOOL_13066 

:BSKOOL_13008
008B: 66@ = $2166 // (int) 
gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_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'  // Get 70% or higher to pass.

: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'  // The 180
if 
  $2167 > 69 
else_jump @BSKOOL_13145 
008B: 66@ = $2167 // (int) 
jump @BSKOOL_13203 

:BSKOOL_13145
008B: 66@ = $2167 // (int) 
gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_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'  // Get 70% or higher to pass.

: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'  // The 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: set_text_draw_align_right 0 
0342: set_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'  // Get 70% or higher to pass.

: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'  // The 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: set_text_draw_align_right 0 
0342: set_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'  // Get 70% or higher to pass.

: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'  // Jump & 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: set_text_draw_align_right 0 
0342: set_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'  // Get 70% or higher to pass.

: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'  // Jump & 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: set_text_draw_align_right 0 
0342: set_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'  // Get 70% or higher to pass.

:BSKOOL_13751
gosub @BSKOOL_14958 

:BSKOOL_13758
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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'  // Exit
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'  // Exit

: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 // == constant 
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 // == constant 
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'  // Navigate
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'  // Navigate

: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 // == constant 
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'  // Navigate
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'  // Navigate

:BSKOOL_14256
jump @BSKOOL_14374 

:BSKOOL_14263
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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'  // Navigate
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'  // Navigate

: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: set_text_draw_align_right 0 
0340: set_text_draw_RGBA 166 202 240 255 
if 
  66@ > 69 
else_jump @BSKOOL_15070 
03E4: set_text_draw_align_right 0 
0342: set_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: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Z_4'  // NO AWARD

: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: set_text_draw_align_right 0 
0342: set_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: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_11'  // SILVER

: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: set_text_draw_align_right 0 
0342: set_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: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BSKOOL_16350
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
return 

:BSKOOL_16466
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 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: start_timer_at $253 count_in_direction 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 apply_brakes_to_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  // Results
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'  // Final Heading:
gosub @BSKOOL_16350 
03E4: set_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'  // Final Position:
gosub @BSKOOL_16350 
03E4: set_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'  // Penalty Damage:
gosub @BSKOOL_16350 
03E4: set_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'  // Overall Score:
gosub @BSKOOL_16350 
03E4: set_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'  // NEW CERTIFICATE AWARDED!

: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'  // NEW 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'  // Continue
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'  // Exit
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'  // NEW TEST AVAILABLE!

: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'  // Continue

: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'  // NEW HIGH SCORE!
03D6: remove_styled_text 'BS_Y_9'  // NEW CERTIFICATE AWARDED!
0221: set_player $PLAYER_CHAR apply_brakes_to_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 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $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 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $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 24---------------
// Originally: Home Invasion

:DESERT5
thread 'DESERT5' 
gosub @DESERT5_47 
if 
wasted_or_busted 
else_jump @DESERT5_38 
gosub @DESERT5_29947 

:DESERT5_38
gosub @DESERT5_30088 
end_thread 

:DESERT5_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
$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: disable_text_with_style 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: set_markers_to_long_distance 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($PLAYER_ACTOR) = 200.0
05AA: 179@s = 'MTOR04A' // @s = 'short'  // ~z~Hey Carl! So what do you think of our new base of operations?
05AA: 181@s = 'MTOR04B' // @s = 'short'  // ~z~It's missing something.
05AA: 183@s = 'MTOR04C' // @s = 'short'  // ~z~Maybe a tennis court and a pool would help motivate me better.
05AA: 185@s = 'MTOR04D' // @s = 'short'  // ~z~Very nice Carl, very cute.
05AA: 187@s = 'MTOR04E' // @s = 'short'  // ~z~Now listen, you're going to have to learn how to fly.
05AA: 189@s = 'MTOR04F' // @s = 'short'  // ~z~No I ain't.
05AA: 191@s = 'MTOR04G' // @s = 'short'  // ~z~Yes, actually, you are.
05AA: 193@s = 'MTOR04H' // @s = 'short'  // ~z~I've set out a series of tests for you. You can access them on that TV.
05AA: 195@s = 'MTOR04J' // @s = 'short'  // ~z~You're going to have to prove to me you can fly
05AA: 197@s = 'MTOR04K' // @s = 'short'  // ~z~if you're going to continue working towards your brother's freedom.
05AA: 199@s = 'MTOR04L' // @s = 'short'  // ~z~Shit. Whatever, man....
05AA: 201@s = 'MTOR04M' // @s = 'short'  // ~z~Very nice.
04AF: 203@ = 29618 // = constant 
04AF: 204@ = 29619 // = constant 
04AF: 205@ = 29620 // = constant 
04AF: 206@ = 29621 // = constant 
04AF: 207@ = 29622 // = constant 
04AF: 208@ = 29623 // = constant 
04AF: 209@ = 29624 // = constant 
04AF: 210@ = 29625 // = constant 
04AF: 211@ = 29626 // = constant 
04AF: 212@ = 29627 // = constant 
04AF: 213@ = 29628 // = constant 
04AF: 214@ = 29629 // = constant 
217@ = 12 
215@ = 0 
218@ = 0 
Player.CanMove($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:   is_keyboard_key_pressed 83 
else_jump @DESERT5_2863 
jump @DESERT5_29990 

:DESERT5_2863
gosub @DESERT5_20476 
if 
  230@ == 0 
else_jump @DESERT5_3392 
0494: get_joystick 0 direction_offset_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 direction_offset_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'  // Which course?
gosub @DESERT5_24729 
0342: set_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~ Counterclockwise
gosub @DESERT5_24729 
0342: set_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~ Clockwise
0494: get_joystick 0 direction_offset_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:   is_keyboard_key_pressed 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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
gosub @DESERT5_25173 
if 
  233@ == 1 
else_jump @DESERT5_4348 
00BC: show_text_highpriority GXT 'DES5_1B' time 10000 flag 4  // ~s~When the plane's tail rises, push ~k~~VEHICLE_STEERDOWN~ to lift the nose and take off.

: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~Push ~k~~VEHICLE_STEERDOWN~ now.

: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~Press ~k~~TOGGLE_SUBMISSIONS~ to retract the landing gear.
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~Head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_1J' time 10000 flag 4  // ~s~As the plane climbs and falls, the altitude meter to the left of the radar will rise and fall respectively.

: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~Push ~k~~VEHICLE_STEERUP~ to descend to the next ~y~corona.

:DESERT5_4938
if 
  116@ == 2 
else_jump @DESERT5_4972 
00BC: show_text_highpriority GXT 'DES5_1H' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ and press and hold ~k~~VEHICLE_ACCELERATE~ to climb back up to the final ~y~corona.

: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 sphere 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~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
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  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
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~Head for the first ~y~corona.

: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~Hold ~k~~VEHICLE_BRAKE~ to lower your speed until the plane slowly descends.
00BB: show_text_lowpriority GXT 'DES5_2D' time 7000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ to reduce the rate of descent.

: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~Push and hold ~k~~VEHICLE_STEERUP~ to keep the plane's nose down.
00BB: show_text_lowpriority GXT 'DES5_2F' time 7000 flag 4  // ~s~Taxi along the runway and stop in the ~y~target zone ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_2G' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.

: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 sphere 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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
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~Take off and climb steadily until you reach the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_3C' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.
00BB: show_text_lowpriority GXT 'DES5_3D' time 10000 flag 4  // ~s~You can use the rudder to turn more quickly while banking.

: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~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERRIGHT~ to bank round and head for the next ~y~corona.
jump @DESERT5_7818 

:DESERT5_7802
00BC: show_text_highpriority GXT 'DES5_3E' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERLEFT~ to bank round and head for the next ~y~corona.

: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~Bank left and fly through the next ~y~corona.
jump @DESERT5_7893 

:DESERT5_7877
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_7893
if 
  116@ == 3 
else_jump @DESERT5_7959 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.
00BB: show_text_lowpriority GXT 'DES5_3L' time 7000 flag 4  // ~s~The artificial horizon on the radar displays the plane's attitude.
00BB: show_text_lowpriority GXT 'DES5_3M' time 10000 flag 4  // ~s~As the plane banks and pitches, the artificial horizon changes appropriately.

: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 sphere 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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
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~Take off and climb steadily until you reach the first ~y~corona.

: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~Bank right and fly through the next ~y~corona.
jump @DESERT5_9390 

:DESERT5_9374
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.

: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~Bank left and fly through the next ~y~corona.
jump @DESERT5_9465 

:DESERT5_9449
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_9465
if 
  116@ == 3 
else_jump @DESERT5_9499 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.

: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~Bank right and land on the runway.
jump @DESERT5_9586 

:DESERT5_9570
00BC: show_text_highpriority GXT 'DES5_5H' time 10000 flag 4  // ~s~Bank left and land on the runway.

:DESERT5_9586
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.

: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 sphere 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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
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~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
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  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_7B' time 10000 flag 4  // ~s~Keep gaining height.
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~Release ~k~~VEHICLE_ACCELERATE~ to stop rising and level off.
00BB: show_text_lowpriority GXT 'DES5_7D' time 10000 flag 4  // ~s~Rotate the helicopter 180 degrees by using ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ to turn left and right.

: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~Push and hold ~k~~VEHICLE_STEERUP~ to tilt the helicopter at 45 degrees.
00BB: show_text_lowpriority GXT 'DES5_7G' time 10000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to go forward and head for the ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_7H' time 10000 flag 4  // ~s~If you need to bank, hold ~k~~VEHICLE_STEERDOWN~ and steer either left or right.
00BB: show_text_lowpriority GXT 'DES5_7I' time 10000 flag 4  // ~s~If you need to descend, hold ~k~~VEHICLE_BRAKE~.

: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 sphere 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~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
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  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_8A' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
00BB: show_text_lowpriority GXT 'DES5_8B' time 10000 flag 4  // ~s~Head for the far end of the runway and maintain your height.
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 sphere 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~Release ~k~~VEHICLE_ACCELERATE~ now.
00BB: show_text_lowpriority GXT 'DES5_8C' time 10000 flag 4  // ~s~Slow down and hover over the ~y~target zone~s~ by holding ~k~~VEHICLE_HORN~~s~ to auto-level the helicopter.
00BB: show_text_lowpriority GXT 'DES5_8D' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_BRAKE~ to descend slowly and land.~N~Land in the ~y~target area ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_8E' time 10000 flag 4  // ~s~If you start to descend too quickly, release ~k~~VEHICLE_BRAKE~ and hold ~k~~VEHICLE_ACCELERATE~ to slow your descent.

: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 sphere 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~Destroy the three ~r~trucks ~s~at the end of the runway.
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  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_9A' time 10000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
00BB: show_text_lowpriority GXT 'DES5_9B' time 10000 flag 4  // ~s~Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the guns and ~k~~PED_FIREWEAPON~ to fire rockets.
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)
67@ = Actor.CreateAsDriver(Mission2, #MALE01, 64@)
68@ = Actor.CreateAsDriver(Mission2, #MALE01, 65@)
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~Now destroy the two moving ~r~cars ~s~to the south-west of the runway.
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~Land on the runway.
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.
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 sphere 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~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
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  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_AB' time 10000 flag 4  // ~s~As soon as you hit the corona, use ~k~~VEHICLE_STEERDOWN~ to pull up quickly and hold to do a loop-the-loop.

: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~Push ~k~~VEHICLE_STEERDOWN~ now.
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~Fly through the final ~y~corona.

: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 sphere 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~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
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  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_BB' time 10000 flag 4  // ~s~As soon as you hit the corona, hold ~k~~VEHICLE_STEERLEFT~ to do a barrel roll.

: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~Push and hold ~k~~VEHICLE_STEERLEFT~ now.
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~Fly through the final ~y~corona.

: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 sphere 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@ offset 0.0 -5.0 4.0 target_actor 70@ tilt 0.0 switchstyle 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
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Parachute, 1)
$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~While freefalling, push ~k~~GO_FORWARD~ to dive forward.
00BB: show_text_lowpriority GXT 'DES5_CI' time 10000 flag 4  // ~s~Use ~k~~GO_BACK~ to slow your descent and push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate.
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  // Time ~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~Press ~k~~PED_FIREWEAPON~ to open the parachute now.

: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~Land on the ~y~target.~s~~N~Land closer to the centre for extra points.
00BB: show_text_lowpriority GXT 'DES5_CF' time 7000 flag 4  // ~s~Push ~k~~GO_BACK~ to lift your legs up and move forward.
00BB: show_text_lowpriority GXT 'DES5_CH' time 7000 flag 4  // When you move forward, this will also slow your rate of descent.
00BB: show_text_lowpriority GXT 'DES5_CE' time 7000 flag 4  // ~s~Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to guide the parachute left and right.

: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 sphere 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) = cosine 131@ // (float) 
02F6: 93@(156@,8f) = sine 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'  // Takeoff
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'  // Land plane
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'  // Circle airstrip
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'  // Circle airstrip
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'  // Circle airstrip and land
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'  // Circle airstrip and land
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'  // Helicopter takeoff
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'  // Land helicopter
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'  // Destroy targets
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'  // Loop-the-loop
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'  // Barrel roll
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'  // Parachute onto target
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'  // Exit
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'  // Navigate

: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: set_text_draw_align_right 0 
0342: set_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@  // Record: ~1~%
jump @DESERT5_22413 

:DESERT5_22392
033E: set_draw_text_position 320.0 75.0 GXT 'DES5_FR'  // Get 70% or above to pass

: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 // == constant 
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: set_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'  // No award

: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: set_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: set_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'  // SILVER

: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: set_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_without_radius_damage 62@ 
172@ = 1 

:DESERT5_23878
if and
   not 171@ == 1 
   not Car.Wrecked(61@)
  33@ > 4500 
else_jump @DESERT5_23921 
070C: explode_car_without_radius_damage 61@ 
171@ = 1 

:DESERT5_23921
if and
   not 170@ == 1 
   not Car.Wrecked(60@)
  33@ > 6000 
else_jump @DESERT5_23964 
070C: explode_car_without_radius_damage 60@ 
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: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DESERT5_24729
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
return 

:DESERT5_24787
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DESERT5_24849
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 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: 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  // Time ~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 apply_brakes_to_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'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
033F: set_text_draw_letter_size 1.0 1.0 
0221: set_player $PLAYER_CHAR apply_brakes_to_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: 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: 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' // @s = 'short' 
270@ += 1 

:DESERT5_28509
05AA: 246@(270@,12s) = 'DES5_S3' // @s = 'short'  // Time:
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' // @s = 'short'  // Position score:
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' // @s = 'short'  // Damage penalty:
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' // @s = 'short'  // Overall score:
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' // @s = 'short' 
270@ += 1 
05AA: 246@(270@,12s) = 'DES5_SF' // @s = 'short'  // Flying skill upgraded.
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' // @s = 'short'  // Pilot's license now obtained!
270@ += 1 

:DESERT5_29045
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
270@ += 1 
if 
  238@ == 2 
else_jump @DESERT5_29113 
05AA: 246@(270@,12s) = 'DES5_S8' // @s = 'short'  // ~k~~PED_SPRINT~ Continue
jump @DESERT5_29131 

:DESERT5_29113
05AA: 246@(270@,12s) = 'DES5_SE' // @s = 'short'  // ~k~~PED_SPRINT~ Retry

:DESERT5_29131
270@ += 1 
05AA: 246@(270@,12s) = 'DES5_S9' // @s = 'short'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
270@ += 1 

:DESERT5_29163
if 
  12 > 270@ 
else_jump @DESERT5_29213 
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
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'  // new record
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'  // new certificate awarded
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 FAILED!

: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 
  $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_30086 
0318: set_latest_mission_passed 'DESERT5'  // Learning to Fly
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0629: change_integer_stat 331 to 1 
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 

:DESERT5_30086
return 

:DESERT5_30088
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_textures 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
156@ = 0 

:DESERT5_30146
if 
  8 > 156@ 
else_jump @DESERT5_30187 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_30146 

:DESERT5_30187
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
06D6: disable_racing_checkpoint 143@ 
156@ = 0 

:DESERT5_30209
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_30251 
Marker.Disable(221@(156@,3i))
156@ += 1 
jump @DESERT5_30209 

:DESERT5_30251
156@ = 0 

:DESERT5_30258
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_30300 
Marker.Disable(224@(156@,2i))
156@ += 1 
jump @DESERT5_30258 

:DESERT5_30300
03E6: remove_text_box 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
08A8: set_markers_to_long_distance 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_30394 
05EC: release_car 35@ from_path 

:DESERT5_30394
Car.Destroy(35@)
156@ = 0 

:DESERT5_30406
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_30448 
Car.Destroy(60@(156@,3i))
156@ += 1 
jump @DESERT5_30406 

:DESERT5_30448
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 // s$ 
else_jump @DESERT5_30567 
Camera.Restore_WithJumpCut

:DESERT5_30567
Actor.DestroyInstantly(70@)
Camera.SetBehindPlayer
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 25---------------
// Originally: Catalyst

:DSKOOL
thread 'DSKOOL' 
gosub @DSKOOL_47 
if 
wasted_or_busted 
else_jump @DSKOOL_38 
gosub @DSKOOL_24457 

:DSKOOL_38
gosub @DSKOOL_24590 
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: disable_text_with_style 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 
$329 = 1034.2 
61@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
60@ = 0 
07E5: copy_decision_maker 65542 to 49@ 
Model.Load(#INFERNUS)
Model.Load(#BLISTAC)
Model.Load(#BANSHEE)
Model.Load(#COPCARSF)
Model.Load(#SFPD1)
Model.Load(#TRAFFICCONE)
Model.Load(#TEMP_STINGER2)
Model.Load(#GARYS_LUV_RAMP)
Model.Load(#AD_JUMP)
Model.Load(#AD_ROADMARK1)
Model.Load(#AD_ROADMARK2)
Model.Load(#AD_FINISH)
Model.Load(#TAXI)
Model.Load(#SUPERGT)
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
038B: load_requested_models 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
03D6: remove_styled_text 'FAR_1'  // Back to School
09D2: set_cops_chase_criminals 0 
01E8: create_forbidden_for_cars_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
Player.ClearWantedLevel($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@ untargetable 1 
0961: set_actor 91@ keep_tasks_after_cleanup 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_46065 
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_45970 
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_30301 
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_sky_colors_with_fade 0 
0826: enable_hud 0 
0581: enable_radar 0 
fade 1 500 
gosub @DSKOOL_25626 

:DSKOOL_1727
if 
fading 
else_jump @DSKOOL_1758 
wait 0 
gosub @DSKOOL_25626 
jump @DSKOOL_1727 

:DSKOOL_1758
gosub @DSKOOL_25626 

:DSKOOL_1765
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DSKOOL_1791 
jump @DSKOOL_24495 

:DSKOOL_1791
gosub @DSKOOL_25626 
if 
  39@ == 0 
else_jump @DSKOOL_2755 
0494: get_joystick 0 direction_offset_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_25626 
0494: get_joystick 0 direction_offset_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_25626 
0494: get_joystick 0 direction_offset_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_25626 
jump @DSKOOL_2583 

:DSKOOL_2618
if 
00E1:   player 0 pressed_key 11 
else_jump @DSKOOL_2653 
wait 0 
gosub @DSKOOL_25626 
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_30072 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 160.0 GXT 'DS1_59'  // Which course?
gosub @DSKOOL_30072 
0342: set_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~ Counterclockwise
gosub @DSKOOL_30072 
0342: set_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~ Clockwise
0494: get_joystick 0 direction_offset_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:   is_keyboard_key_pressed 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_25626 
fade 0 500 

:DSKOOL_3311
if 
fading 
else_jump @DSKOOL_3349 
gosub @DSKOOL_25626 
wait 0 
gosub @DSKOOL_25626 
jump @DSKOOL_3311 

:DSKOOL_3349
gosub @DSKOOL_25626 
040D: unload_wav 3 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 1 
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
04E4: refresh_game_renderer_at -2031.1 -118.2 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
Actor.PutAt($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_35408 
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_29053 
jump @DSKOOL_1765 

:DSKOOL_3661
fade 0 500 

:DSKOOL_3668
if 
fading 
else_jump @DSKOOL_3699 
wait 0 
gosub @DSKOOL_25626 
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_35408 
34@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  $247 == 1 
else_jump @DSKOOL_5391 

:DSKOOL_3836
gosub @DSKOOL_30192 

:DSKOOL_3843
$258 = 180.0 
$253 = 11000 
gosub @DSKOOL_30301 
$198 = Car.Create(#INFERNUS, $255, $256, $257)
Car.Angle($198) = 180.0
gosub @DSKOOL_35462 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.
gosub @DSKOOL_31013 

:DSKOOL_4067
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_4102 
$325 = 2 
jump @DSKOOL_5329 

:DSKOOL_4102
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.

:DSKOOL_4202
gosub @DSKOOL_31187 
jump @DSKOOL_5384 

:DSKOOL_4216
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_5384 
gosub @DSKOOL_31507 
$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_31541 
gosub @DSKOOL_31581 
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_31825 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_5322 
jump @DSKOOL_5329 

:DSKOOL_5322
jump @DSKOOL_5223 

:DSKOOL_5329
gosub @DSKOOL_35124 
gosub @DSKOOL_35408 
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_30192 

:DSKOOL_5416
$258 = 0.0 
$253 = 11000 
gosub @DSKOOL_30301 
$198 = Car.Create(#BLISTAC, $255, $256, $257)
Car.Angle($198) = 180.0
gosub @DSKOOL_35462 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.
gosub @DSKOOL_31013 

:DSKOOL_5698
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_5733 
$325 = 2 
jump @DSKOOL_6648 

:DSKOOL_5733
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.

:DSKOOL_5833
gosub @DSKOOL_31187 
jump @DSKOOL_6703 

:DSKOOL_5847
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_6703 
gosub @DSKOOL_31507 
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_31541 
gosub @DSKOOL_31581 
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_31825 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_6641 
jump @DSKOOL_6648 

:DSKOOL_6641
jump @DSKOOL_6542 

:DSKOOL_6648
gosub @DSKOOL_35124 
gosub @DSKOOL_35408 
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_30192 

:DSKOOL_6742
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30301 
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_35462 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.
gosub @DSKOOL_31013 

:DSKOOL_7074
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_7109 
$325 = 2 
jump @DSKOOL_8260 

:DSKOOL_7109
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.

:DSKOOL_7209
gosub @DSKOOL_31187 
jump @DSKOOL_8315 

:DSKOOL_7223
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_8315 
gosub @DSKOOL_31507 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_8315 
gosub @DSKOOL_31541 
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_31581 
$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_31825 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_8253 
jump @DSKOOL_8260 

:DSKOOL_8253
jump @DSKOOL_8154 

:DSKOOL_8260
gosub @DSKOOL_35124 
gosub @DSKOOL_35408 
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_30192 

:DSKOOL_8347
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30301 
$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_35462 
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 
55@ = Actor.CreateAsDriver(Mission2, #SFPD1, $198)

: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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.
gosub @DSKOOL_31013 

:DSKOOL_8665
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_8700 
$325 = 2 
jump @DSKOOL_9758 

:DSKOOL_8700
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.

:DSKOOL_8800
gosub @DSKOOL_31187 
jump @DSKOOL_9818 

:DSKOOL_8814
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_9818 
gosub @DSKOOL_31507 
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_31541 
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_31825 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_9751 
jump @DSKOOL_9758 

:DSKOOL_9751
jump @DSKOOL_9652 

:DSKOOL_9758
gosub @DSKOOL_35124 
Object.Destroy(59@)
gosub @DSKOOL_35408 
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_30192 

:DSKOOL_9857
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30301 
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
gosub @DSKOOL_35462 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.
gosub @DSKOOL_31013 

:DSKOOL_10646
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_10681 
$325 = 2 
jump @DSKOOL_11860 

:DSKOOL_10681
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.

:DSKOOL_10781
gosub @DSKOOL_31187 
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  // Lap ~1~ of 5
jump @DSKOOL_11143 

:DSKOOL_11127
00BC: show_text_highpriority GXT 'DS1_74' time 5000 flag 4  // Final Lap

:DSKOOL_11143
if or
01C1:   car $198 stopped 
  $254 == 5 
else_jump @DSKOOL_11920 
gosub @DSKOOL_31541 
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_31825 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_11853 
jump @DSKOOL_11860 

:DSKOOL_11853
jump @DSKOOL_11754 

:DSKOOL_11860
gosub @DSKOOL_35124 
Object.Destroy(59@)
gosub @DSKOOL_35408 
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_30192 

: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_30301 
$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_35462 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.
gosub @DSKOOL_31013 

:DSKOOL_12275
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_12310 
$325 = 2 
jump @DSKOOL_13356 

:DSKOOL_12310
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.

:DSKOOL_12410
gosub @DSKOOL_31187 
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_31507 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_13416 
gosub @DSKOOL_31541 
if 
  $254 > 0 
else_jump @DSKOOL_12681 
gosub @DSKOOL_31581 
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_31825 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_13349 
jump @DSKOOL_13356 

:DSKOOL_13349
jump @DSKOOL_13250 

:DSKOOL_13356
gosub @DSKOOL_35124 
Object.Destroy(59@)
gosub @DSKOOL_35408 
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_30192 

:DSKOOL_13448
$258 = 270.0 
$253 = 6000 
gosub @DSKOOL_30301 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.
gosub @DSKOOL_31013 

:DSKOOL_13788
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_13823 
$325 = 2 
jump @DSKOOL_15256 

:DSKOOL_13823
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.

:DSKOOL_13923
gosub @DSKOOL_31187 
jump @DSKOOL_15314 

:DSKOOL_13937
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_15314 
gosub @DSKOOL_31507 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_15314 
gosub @DSKOOL_31541 
$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_31735 
$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_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_15249 
jump @DSKOOL_15256 

:DSKOOL_15249
jump @DSKOOL_15150 

:DSKOOL_15256
gosub @DSKOOL_35124 
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_30192 

:DSKOOL_15346
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30301 
$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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.
gosub @DSKOOL_31013 

:DSKOOL_15691
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_15726 
$325 = 2 
jump @DSKOOL_16865 

:DSKOOL_15726
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.

:DSKOOL_15826
gosub @DSKOOL_31187 
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 apply_brakes_to_car 1 

:DSKOOL_15985
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_16918 
gosub @DSKOOL_31541 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_16918 
gosub @DSKOOL_31541 
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_31735 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_16858 
jump @DSKOOL_16865 

:DSKOOL_16858
jump @DSKOOL_16759 

:DSKOOL_16865
gosub @DSKOOL_35124 
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_30192 

:DSKOOL_16957
$258 = 0.0 
$253 = 6000 
gosub @DSKOOL_30301 
$198 = Car.Create(#TAXI, $255, $256, $257)
Car.Angle($198) = $258
08F3: set_car $198 contains_goodies 0 
gosub @DSKOOL_35462 
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  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.
gosub @DSKOOL_31013 

:DSKOOL_17240
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_17275 
$325 = 2 
jump @DSKOOL_18272 

:DSKOOL_17275
gosub @DSKOOL_31081 
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  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.

:DSKOOL_17375
gosub @DSKOOL_31187 
jump @DSKOOL_18327 

:DSKOOL_17389
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_18327 
gosub @DSKOOL_31507 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_18327 
gosub @DSKOOL_31541 
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_31581 
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_31825 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_18265 
jump @DSKOOL_18272 

:DSKOOL_18265
jump @DSKOOL_18166 

:DSKOOL_18272
gosub @DSKOOL_35124 
gosub @DSKOOL_35408 
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_30192 

:DSKOOL_18359
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30301 
$198 = Car.Create(#COPCARSF, $255, $256, $257)
Car.Angle($198) = $258
08F3: set_car $198 contains_goodies 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 
55@ = Actor.CreateAsDriver(Mission2, #SFPD1, $198)

:DSKOOL_18696
return 

:DSKOOL_18698
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.
gosub @DSKOOL_31013 

:DSKOOL_18739
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_18774 
$325 = 2 
jump @DSKOOL_19966 

:DSKOOL_18774
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.

:DSKOOL_18874
gosub @DSKOOL_31187 
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_31541 
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_31735 
if 
  3 > $268 
else_jump @DSKOOL_19703 
$268 = 0 

:DSKOOL_19703
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_19959 
jump @DSKOOL_19966 

:DSKOOL_19959
jump @DSKOOL_19860 

:DSKOOL_19966
gosub @DSKOOL_35124 
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_30192 

:DSKOOL_20066
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30301 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.
gosub @DSKOOL_31013 

:DSKOOL_20440
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_20475 
$325 = 2 
jump @DSKOOL_22623 

:DSKOOL_20475
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.

:DSKOOL_20575
gosub @DSKOOL_31187 
jump @DSKOOL_22686 

:DSKOOL_20589
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_22686 
gosub @DSKOOL_31507 
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 apply_brakes_to_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_31541 
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_31735 
if 
  2 > $268 
else_jump @DSKOOL_22360 
$268 = 0 

:DSKOOL_22360
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32448 
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_32930 
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_32477 
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_33230 
gosub @DSKOOL_35041 
if 
  $326 == 1 
else_jump @DSKOOL_22616 
jump @DSKOOL_22623 

:DSKOOL_22616
jump @DSKOOL_22517 

:DSKOOL_22623
gosub @DSKOOL_35124 
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_30192 

:DSKOOL_22718
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30301 
$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: set_car $198 watertight 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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).
gosub @DSKOOL_31013 

:DSKOOL_23034
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_23069 
$325 = 2 
jump @DSKOOL_24136 

:DSKOOL_23069
gosub @DSKOOL_31081 
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  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).

:DSKOOL_23194
gosub @DSKOOL_31187 
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_31541 
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_31735 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32448 
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_32930 
jump @DSKOOL_24016 

:DSKOOL_24009
45@ = 0 

:DSKOOL_24016
$254 = 5 
32@ = 0 

:DSKOOL_24030
wait 0 
gosub @DSKOOL_32477 
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_33230 
gosub @DSKOOL_35041 
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_sky_colors_with_fade 1 
04E4: 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_35124 
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 FAILED!

:DSKOOL_24493
return 

:DSKOOL_24495
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_24588 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'DS_PASS' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~DRIVING SKILL +
0624: add 40.0 to_float_stat 160 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'FAR_1'  // Back to School
030C: progress_made = 1 
$MISSION_BACK_TO_SCHOOL_PASSED = 1 

:DSKOOL_24588
return 

:DSKOOL_24590
if 
  $7417 == 0 
else_jump @DSKOOL_24838 
if 
  $107 >= 70 
else_jump @DSKOOL_24838 
if 
  $105 >= 70 
else_jump @DSKOOL_24838 
if 
  $98 >= 70 
else_jump @DSKOOL_24838 
if 
  $96 >= 70 
else_jump @DSKOOL_24838 
if 
  $94 >= 70 
else_jump @DSKOOL_24838 
if 
  $103 >= 70 
else_jump @DSKOOL_24838 
if 
  $91 >= 70 
else_jump @DSKOOL_24838 
if 
  $101 >= 70 
else_jump @DSKOOL_24838 
if 
  $92 >= 70 
else_jump @DSKOOL_24838 
if 
  $102 >= 70 
else_jump @DSKOOL_24838 
if 
  $100 >= 70 
else_jump @DSKOOL_24838 
if 
  $97 >= 70 
else_jump @DSKOOL_24838 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
$7417 = 1 

:DSKOOL_24838
if 
  $7418 == 0 
else_jump @DSKOOL_25086 
if 
  $107 >= 85 
else_jump @DSKOOL_25086 
if 
  $105 >= 85 
else_jump @DSKOOL_25086 
if 
  $98 >= 85 
else_jump @DSKOOL_25086 
if 
  $96 >= 85 
else_jump @DSKOOL_25086 
if 
  $94 >= 85 
else_jump @DSKOOL_25086 
if 
  $103 >= 85 
else_jump @DSKOOL_25086 
if 
  $91 >= 85 
else_jump @DSKOOL_25086 
if 
  $101 >= 85 
else_jump @DSKOOL_25086 
if 
  $92 >= 85 
else_jump @DSKOOL_25086 
if 
  $102 >= 85 
else_jump @DSKOOL_25086 
if 
  $100 >= 85 
else_jump @DSKOOL_25086 
if 
  $97 >= 85 
else_jump @DSKOOL_25086 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
$7418 = 1 

:DSKOOL_25086
if 
  $7419 == 0 
else_jump @DSKOOL_25334 
if 
  $107 == 100 
else_jump @DSKOOL_25334 
if 
  $105 == 100 
else_jump @DSKOOL_25334 
if 
  $98 == 100 
else_jump @DSKOOL_25334 
if 
  $96 == 100 
else_jump @DSKOOL_25334 
if 
  $94 == 100 
else_jump @DSKOOL_25334 
if 
  $103 == 100 
else_jump @DSKOOL_25334 
if 
  $91 == 100 
else_jump @DSKOOL_25334 
if 
  $101 == 100 
else_jump @DSKOOL_25334 
if 
  $92 == 100 
else_jump @DSKOOL_25334 
if 
  $102 == 100 
else_jump @DSKOOL_25334 
if 
  $100 == 100 
else_jump @DSKOOL_25334 
if 
  $97 == 100 
else_jump @DSKOOL_25334 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
$7419 = 1 

:DSKOOL_25334
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: set_garages_leave_camera_alone 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_25548 
Garage.Activate('MDS1SFS')
Garage.Activate('VECMOD')

:DSKOOL_25548
0A14: disable_respray_garages 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DSKOOL_25575 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DSKOOL_25575
09F5: disable_player_mutal_activities 0 
0391: release_textures 
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: set_cops_chase_criminals 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:DSKOOL_25626
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_25748 
if 
  255 > 44@ 
else_jump @DSKOOL_25741 
44@ += 5 
if 
  44@ > 255 
else_jump @DSKOOL_25734 
44@ = 255 

:DSKOOL_25734
jump @DSKOOL_25748 

:DSKOOL_25741
43@ = 2 

:DSKOOL_25748
if 
  43@ == 3 
else_jump @DSKOOL_25830 
if 
  44@ > 0 
else_jump @DSKOOL_25823 
44@ -= 5 
if 
  0 > 44@ 
else_jump @DSKOOL_25816 
44@ = 0 

:DSKOOL_25816
jump @DSKOOL_25830 

:DSKOOL_25823
43@ = 0 

:DSKOOL_25830
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_30130 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $247 == 1 
else_jump @DSKOOL_25942 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_P'  // The 360
008B: 46@ = $107 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_25942
if 
  $247 == 2 
else_jump @DSKOOL_25996 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_O'  // The 180
008B: 46@ = $105 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_25996
if 
  $247 == 3 
else_jump @DSKOOL_26050 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26050
if 
  $247 == 4 
else_jump @DSKOOL_26104 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26104
if 
  $247 == 5 
else_jump @DSKOOL_26158 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_F'  // Pop and Control
008B: 46@ = $96 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26158
if 
  $247 == 6 
else_jump @DSKOOL_26212 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26212
if 
  $247 == 7 
else_jump @DSKOOL_26266 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26266
if 
  $247 == 8 
else_jump @DSKOOL_26320 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26320
if 
  $247 == 9 
else_jump @DSKOOL_26374 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26374
if 
  $247 == 10 
else_jump @DSKOOL_26428 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_A'  // The '90'
008B: 46@ = $91 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26428
if 
  $247 == 11 
else_jump @DSKOOL_26482 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_K'  // Wheelie Weave
008B: 46@ = $101 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26482
if 
  $247 == 12 
else_jump @DSKOOL_26536 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26536
if 
  $247 == 13 
else_jump @DSKOOL_26590 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26590
if 
  $247 == 14 
else_jump @DSKOOL_26644 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_L'  // P. I. T. Maneuver
008B: 46@ = $102 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26644
if 
  $247 == 15 
else_jump @DSKOOL_26698 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_J'  // Alley Oop
008B: 46@ = $100 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26698
if 
  $247 == 16 
else_jump @DSKOOL_26752 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_G'  // City Slicking
008B: 46@ = $97 // (int) 
gosub @DSKOOL_27895 

:DSKOOL_26752
gosub @DSKOOL_29952 
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 // == constant 
else_jump @DSKOOL_26847 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit
jump @DSKOOL_26880 

:DSKOOL_26847
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit

:DSKOOL_26880
if 
   not 39@ == 1 
else_jump @DSKOOL_27307 
gosub @DSKOOL_29952 
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 // == constant 
else_jump @DSKOOL_26993 
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_27026 

:DSKOOL_26993
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start

:DSKOOL_27026
if 
   not $53 == 1 
else_jump @DSKOOL_27179 
gosub @DSKOOL_29952 
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 // == constant 
else_jump @DSKOOL_27139 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
jump @DSKOOL_27172 

:DSKOOL_27139
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_27172
jump @DSKOOL_27307 

:DSKOOL_27179
gosub @DSKOOL_29952 
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 // == constant 
else_jump @DSKOOL_27274 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
jump @DSKOOL_27307 

:DSKOOL_27274
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_27307
gosub @DSKOOL_29952 
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_27641 
gosub @DSKOOL_29952 
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_27553 
gosub @DSKOOL_29952 
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_27553
if 
  $53 == 1 
else_jump @DSKOOL_27641 
gosub @DSKOOL_29952 
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_27641
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_27895
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_27957 
45@ = 1 

:DSKOOL_27957
if 
  46@ > 69 
else_jump @DSKOOL_28000 
if 
  85 > 46@ 
else_jump @DSKOOL_28000 
45@ = 2 

:DSKOOL_28000
if 
  46@ > 84 
else_jump @DSKOOL_28043 
if 
  100 > 46@ 
else_jump @DSKOOL_28043 
45@ = 3 

:DSKOOL_28043
if 
  46@ == 100 
else_jump @DSKOOL_28068 
45@ = 4 

:DSKOOL_28068
gosub @DSKOOL_29952 
03E4: set_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_28158 
045A: draw_text_1number 217.0 75.0 GXT 'DS1_58' number 46@  // Record Score ~1~%
jump @DSKOOL_28353 

:DSKOOL_28158
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
else_jump @DSKOOL_28197 
033E: set_draw_text_position 175.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28197
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
else_jump @DSKOOL_28236 
033E: set_draw_text_position 83.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28236
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @DSKOOL_28275 
033E: set_draw_text_position 89.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28275
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
else_jump @DSKOOL_28314 
033E: set_draw_text_position 147.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28314
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
else_jump @DSKOOL_28353 
033E: set_draw_text_position 65.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28353
if 
  45@ > 1 
else_jump @DSKOOL_28458 
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_28538 

:DSKOOL_28458
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_28538
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  45@ == 1 
else_jump @DSKOOL_28715 
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
else_jump @DSKOOL_28621 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
jump @DSKOOL_28657 

:DSKOOL_28621
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_28657
gosub @DSKOOL_29952 
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'  // NO AWARD

:DSKOOL_28715
if 
  45@ == 2 
else_jump @DSKOOL_28827 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29952 
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_28827
if 
  45@ == 3 
else_jump @DSKOOL_28939 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29952 
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'  // SILVER

:DSKOOL_28939
if 
  45@ == 4 
else_jump @DSKOOL_29051 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29952 
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_29051
return 

:DSKOOL_29053
if 
  34@ == 0 
else_jump @DSKOOL_29378 
if 
  $247 == 1 
else_jump @DSKOOL_29096 
gosub @DSKOOL_3843 

:DSKOOL_29096
if 
  $247 == 2 
else_jump @DSKOOL_29121 
gosub @DSKOOL_5416 

:DSKOOL_29121
if 
  $247 == 4 
else_jump @DSKOOL_29146 
gosub @DSKOOL_6742 

:DSKOOL_29146
if 
  $247 == 5 
else_jump @DSKOOL_29171 
gosub @DSKOOL_8347 

:DSKOOL_29171
if 
  $247 == 7 
else_jump @DSKOOL_29196 
gosub @DSKOOL_9857 

:DSKOOL_29196
if 
  $247 == 9 
else_jump @DSKOOL_29221 
gosub @DSKOOL_11959 

:DSKOOL_29221
if 
  $247 == 10 
else_jump @DSKOOL_29246 
gosub @DSKOOL_13448 

:DSKOOL_29246
if 
  $247 == 11 
else_jump @DSKOOL_29271 
gosub @DSKOOL_15346 

:DSKOOL_29271
if 
  $247 == 13 
else_jump @DSKOOL_29296 
gosub @DSKOOL_16957 

:DSKOOL_29296
if 
  $247 == 14 
else_jump @DSKOOL_29321 
gosub @DSKOOL_18359 

:DSKOOL_29321
if 
  $247 == 15 
else_jump @DSKOOL_29346 
gosub @DSKOOL_20066 

:DSKOOL_29346
if 
  $247 == 16 
else_jump @DSKOOL_29371 
gosub @DSKOOL_22718 

:DSKOOL_29371
34@ = 1 

:DSKOOL_29378
if 
  34@ == 1 
else_jump @DSKOOL_29615 
if 
  $247 == 14 
else_jump @DSKOOL_29549 
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29542 
if 
87C1:   not path 14 available 
else_jump @DSKOOL_29449 
07C0: load_path 14 

:DSKOOL_29449
if 
87C1:   not path 3 available 
else_jump @DSKOOL_29468 
07C0: load_path 3 

:DSKOOL_29468
if 
07C1:   path 14 available 
else_jump @DSKOOL_29542 
if 
07C1:   path 3 available 
else_jump @DSKOOL_29542 
05EB: assign_car $198 to_path 14 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_29528 
05EB: assign_car $196 to_path 3 

:DSKOOL_29528
43@ = 3 
34@ = 2 

:DSKOOL_29542
jump @DSKOOL_29615 

:DSKOOL_29549
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29615 
if 
87C1:   not path $247 available 
else_jump @DSKOOL_29593 
07C0: load_path $247 
jump @DSKOOL_29615 

:DSKOOL_29593
05EB: assign_car $198 to_path $247 
43@ = 3 
34@ = 2 

:DSKOOL_29615
if 
  34@ == 2 
else_jump @DSKOOL_29700 
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29686 
if 
860E:   not car $198 assigned_to_path 
else_jump @DSKOOL_29679 
43@ = 1 
34@ = 4 

:DSKOOL_29679
jump @DSKOOL_29700 

:DSKOOL_29686
43@ = 1 
34@ = 4 

:DSKOOL_29700
if 
  34@ == 3 
else_jump @DSKOOL_29732 
43@ = 1 
34@ = 4 

:DSKOOL_29732
if 
  34@ == 4 
else_jump @DSKOOL_29950 
if 
  43@ == 2 
else_jump @DSKOOL_29950 
if 
  $247 == 14 
else_jump @DSKOOL_29807 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_29807 
05EC: release_car $196 from_path 

:DSKOOL_29807
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_35408 
34@ = 0 

:DSKOOL_29950
return 

:DSKOOL_29952
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DSKOOL_30014
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DSKOOL_30072
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
return 

:DSKOOL_30130
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DSKOOL_30192
fade 0 500 

:DSKOOL_30199
if 
fading 
else_jump @DSKOOL_30223 
wait 0 
jump @DSKOOL_30199 

:DSKOOL_30223
if 
  $247 == 16 
else_jump @DSKOOL_30262 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @DSKOOL_30276 

:DSKOOL_30262
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DSKOOL_30276
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
set_weather 6 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04FA: reset_sky_colors_with_fade 0 
return 

:DSKOOL_30301
$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_31013
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_31048
if 
fading 
else_jump @DSKOOL_31072 
wait 0 
jump @DSKOOL_31048 

:DSKOOL_31072
Player.CanMove($PLAYER_CHAR) = True
return 

:DSKOOL_31081
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_31148 
if 
  $249 == 1 
else_jump @DSKOOL_31141 
if 
   not Actor.InCar($PLAYER_ACTOR, $198)
else_jump @DSKOOL_31141 
$325 = 1 

:DSKOOL_31141
jump @DSKOOL_31185 

:DSKOOL_31148
if 
02BF:   car $198 sunk 
else_jump @DSKOOL_31178 
$325 = 2 
jump @DSKOOL_31185 

:DSKOOL_31178
$325 = 1 

:DSKOOL_31185
return 

:DSKOOL_31187
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_31230 
if 
   Actor.InCar($PLAYER_ACTOR, $198)
else_jump @DSKOOL_31230 
02E3: $250 = car $198 speed 

:DSKOOL_31230
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @DSKOOL_31505 
if 
  $250 > 0.5 
else_jump @DSKOOL_31505 
00BE: text_clear_all 
if or
  $247 == 10 
  $247 == 12 
  $247 == 13 
  $247 == 5 
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_31343 
014E: start_timer_at $253 count_in_direction 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31343
if or
  $247 == 15 
  $247 == 8 
  $247 == 9 
  $247 == 2 
  $247 == 1 
else_jump @DSKOOL_31403 
014E: start_timer_at $253 count_in_direction 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31403
if or
  $247 == 6 
  $247 == 7 
  $247 == 16 
else_jump @DSKOOL_31442 
014E: start_timer_at $253 count_in_direction 0 // global_variable 

:DSKOOL_31442
if 
  $247 == 14 
else_jump @DSKOOL_31498 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_31498 
Car.SetSpeedInstantly($196, 6.0)
Car.SetAnimation($196, 9, 864000000)

:DSKOOL_31498
$249 = 1 

:DSKOOL_31505
return 

:DSKOOL_31507
if 
  $253 == 0 
else_jump @DSKOOL_31539 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_31539
return 

:DSKOOL_31541
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_31581
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_31718 
if 
  10.0 > $259 
else_jump @DSKOOL_31704 
$259 -= 0.5 
$259 *= 10.42 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_31711 

:DSKOOL_31704
$267 = 0 

:DSKOOL_31711
jump @DSKOOL_31725 

:DSKOOL_31718
$267 = 100 

:DSKOOL_31725
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
return 

:DSKOOL_31735
$260 = Car.Health($198)
$268 = 1000 
0060: $268 -= $260 // (int) 
if 
  $247 == 16 
else_jump @DSKOOL_31791 
$268 /= 10 
jump @DSKOOL_31798 

:DSKOOL_31791
$268 /= 2 

:DSKOOL_31798
if 
  $268 > 100 
else_jump @DSKOOL_31823 
$268 = 100 

:DSKOOL_31823
return 

:DSKOOL_31825
$272 = 0 
$200 = 0 
if 
  $247 == 1 
else_jump @DSKOOL_31916 

:DSKOOL_31857
if 
  15 > $200 
else_jump @DSKOOL_31916 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_31902 
$272 += 10 

:DSKOOL_31902
$200 += 1 
jump @DSKOOL_31857 

:DSKOOL_31916
if 
  $247 == 2 
else_jump @DSKOOL_31993 

:DSKOOL_31934
if 
  25 > $200 
else_jump @DSKOOL_31993 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_31979 
$272 += 10 

:DSKOOL_31979
$200 += 1 
jump @DSKOOL_31934 

:DSKOOL_31993
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_32077 

:DSKOOL_32018
if 
  46 > $200 
else_jump @DSKOOL_32077 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32063 
$272 += 10 

:DSKOOL_32063
$200 += 1 
jump @DSKOOL_32018 

:DSKOOL_32077
if 
  $247 == 5 
else_jump @DSKOOL_32154 

:DSKOOL_32095
if 
  37 > $200 
else_jump @DSKOOL_32154 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32140 
$272 += 10 

:DSKOOL_32140
$200 += 1 
jump @DSKOOL_32095 

:DSKOOL_32154
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_32238 

:DSKOOL_32179
if 
  42 > $200 
else_jump @DSKOOL_32238 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32224 
$272 += 10 

:DSKOOL_32224
$200 += 1 
jump @DSKOOL_32179 

:DSKOOL_32238
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_32322 

:DSKOOL_32263
if 
  30 > $200 
else_jump @DSKOOL_32322 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32308 
$272 += 10 

:DSKOOL_32308
$200 += 1 
jump @DSKOOL_32263 

:DSKOOL_32322
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_32406 

:DSKOOL_32347
if 
  31 > $200 
else_jump @DSKOOL_32406 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32392 
$272 += 10 

:DSKOOL_32392
$200 += 1 
jump @DSKOOL_32347 

:DSKOOL_32406
$272 *= 2 
if 
  $272 > 90 
else_jump @DSKOOL_32438 
$272 = 100 

:DSKOOL_32438
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
return 

:DSKOOL_32448
if 
  1 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_32473 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_32473
00BE: text_clear_all 
return 

:DSKOOL_32477
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_32928 
if 
  $333 == 0 
else_jump @DSKOOL_32673 
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_32643 
Camera.OnVehicle($198, 15, 1)
jump @DSKOOL_32652 

:DSKOOL_32643
Camera.OnVehicle($198, 15, 2)

:DSKOOL_32652
0460: set_camera_transverse_delay 50.0 time 2000 
09EC: set_garages_leave_camera_alone 1 
$333 = 1 

:DSKOOL_32673
if 
  32@ > 3000 
else_jump @DSKOOL_32810 
if 
  6000 > 32@ 
else_jump @DSKOOL_32810 
if 
  $333 == 1 
else_jump @DSKOOL_32810 
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_32810
if 
  32@ > 6000 
else_jump @DSKOOL_32928 
if 
  $333 == 2 
else_jump @DSKOOL_32928 
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_32928
return 

:DSKOOL_32930
45@ = 0 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_33039 
if 
  85 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_33039 
if and
  47@ > 69 
  85 > 47@ 
else_jump @DSKOOL_33012 
45@ = 0 
jump @DSKOOL_33039 

:DSKOOL_33012
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 2 

:DSKOOL_33039
if 
  $CURRENT_FLIGHT_RECORD > 84 
else_jump @DSKOOL_33141 
if 
  100 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_33141 
if and
  47@ > 84 
  100 > 47@ 
else_jump @DSKOOL_33114 
45@ = 0 
jump @DSKOOL_33141 

:DSKOOL_33114
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 3 

:DSKOOL_33141
if 
  $CURRENT_FLIGHT_RECORD == 100 
else_jump @DSKOOL_33228 
if 
  47@ == 100 
else_jump @DSKOOL_33191 
45@ = 0 
jump @DSKOOL_33228 

:DSKOOL_33191
0624: add 30.0 to_float_stat 160 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 4 

:DSKOOL_33228
return 

:DSKOOL_33230
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
if 
  2 > 45@ 
else_jump @DSKOOL_33303 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'DS1_65' style 3  // Results
jump @DSKOOL_33336 

:DSKOOL_33303
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:DSKOOL_33336
if or
  $247 == 6 
  $247 == 7 
  $247 == 16 
else_jump @DSKOOL_33644 
gosub @DSKOOL_30014 
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'  // Overall Time:
gosub @DSKOOL_30014 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $302 > 9 
else_jump @DSKOOL_33503 
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_21' numbers $301 $302  // ~1~.~1~s
jump @DSKOOL_33530 

:DSKOOL_33503
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_22' numbers $301 $302  // ~1~.0~1~s

:DSKOOL_33530
gosub @DSKOOL_30014 
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'  // Final Time:
gosub @DSKOOL_30014 
03E4: set_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_33858 

:DSKOOL_33644
gosub @DSKOOL_30014 
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'  // Final Heading:
gosub @DSKOOL_30014 
03E4: set_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_30014 
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'  // Final Position:
gosub @DSKOOL_30014 
03E4: set_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_33858
gosub @DSKOOL_30014 
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'  // Damage Penalty:
gosub @DSKOOL_30014 
03E4: set_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_30014 
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'  // Overall Score:
gosub @DSKOOL_30014 
03E4: set_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_34448 
if 
  45@ > 0 
else_jump @DSKOOL_34448 
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_34257 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34257
if 
  45@ == 3 
else_jump @DSKOOL_34311 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34311
if 
  45@ == 4 
else_jump @DSKOOL_34365 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34365
gosub @DSKOOL_30130 
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'  // NEW CERTIFICATE AWARDED

:DSKOOL_34448
if or
  41@ == 1 
  41@ == 2 
else_jump @DSKOOL_34540 
gosub @DSKOOL_30130 
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'  // NEW RECORD

:DSKOOL_34540
if 
   not 41@ == 2 
else_jump @DSKOOL_34845 
gosub @DSKOOL_30014 
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_30014 
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'  // Continue
gosub @DSKOOL_30014 
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_30014 
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'  // Exit
jump @DSKOOL_35039 

:DSKOOL_34845
gosub @DSKOOL_30014 
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'  // NEW TEST AVAILABLE
gosub @DSKOOL_30014 
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_30014 
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'  // Continue

:DSKOOL_35039
return 

:DSKOOL_35041
if 
00E1:   player 0 pressed_key 16 
else_jump @DSKOOL_35097 
if 
  $12 == 1 
else_jump @DSKOOL_35090 
$12 = 0 
$326 = 1 

:DSKOOL_35090
jump @DSKOOL_35122 

:DSKOOL_35097
if 
  $12 == 0 
else_jump @DSKOOL_35122 
$12 = 1 

:DSKOOL_35122
return 

:DSKOOL_35124
097A: play_audio_at 0.0 0.0 0.0 event 1184 
00BE: text_clear_all 
fade 0 500 

:DSKOOL_35153
if 
fading 
else_jump @DSKOOL_35177 
wait 0 
jump @DSKOOL_35153 

:DSKOOL_35177
00BE: text_clear_all 
03D6: remove_styled_text 'DS1_46'  // NEW RECORD
03D6: remove_styled_text 'DS1_47'  // NEW CERTIFICATE AWARDED
09EC: set_garages_leave_camera_alone 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  $325 == 2 
else_jump @DSKOOL_35295 
00BE: text_clear_all 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DSKOOL_35274 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
jump @DSKOOL_35288 

:DSKOOL_35274
Actor.PutAt($PLAYER_ACTOR, $327, $328, $329)

:DSKOOL_35288
jump @DSKOOL_35346 

:DSKOOL_35295
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DSKOOL_35332 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
jump @DSKOOL_35346 

:DSKOOL_35332
Actor.PutAt($PLAYER_ACTOR, $327, $328, $329)

:DSKOOL_35346
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_35408
00BE: text_clear_all 
$200 = 0 

:DSKOOL_35417
if 
  46 > $200 
else_jump @DSKOOL_35460 
00BE: text_clear_all 
Object.Destroy($201($200,46i))
$200 += 1 
jump @DSKOOL_35417 

:DSKOOL_35460
return 

:DSKOOL_35462
$200 = 0 
if 
  $247 == 1 
else_jump @DSKOOL_35546 

:DSKOOL_35487
if 
  15 > $200 
else_jump @DSKOOL_35546 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35487 

:DSKOOL_35546
if 
  $247 == 2 
else_jump @DSKOOL_35623 

:DSKOOL_35564
if 
  25 > $200 
else_jump @DSKOOL_35623 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35564 

:DSKOOL_35623
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_35707 

:DSKOOL_35648
if 
  46 > $200 
else_jump @DSKOOL_35707 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35648 

:DSKOOL_35707
if 
  $247 == 5 
else_jump @DSKOOL_35784 

:DSKOOL_35725
if 
  37 > $200 
else_jump @DSKOOL_35784 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35725 

:DSKOOL_35784
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_35868 

:DSKOOL_35809
if 
  42 > $200 
else_jump @DSKOOL_35868 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35809 

:DSKOOL_35868
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_35952 

:DSKOOL_35893
if 
  30 > $200 
else_jump @DSKOOL_35952 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35893 

:DSKOOL_35952
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_36036 

:DSKOOL_35977
if 
  31 > $200 
else_jump @DSKOOL_36036 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35977 

:DSKOOL_36036
if 
  $247 == 1 
else_jump @DSKOOL_36740 
$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_36129
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 0.0 
else_jump @DSKOOL_36212 
Object.PutAt($201[0], $282, $283, $284)

:DSKOOL_36212
if 
  $279 == 24.0 
else_jump @DSKOOL_36247 
Object.PutAt($201[1], $282, $283, $284)

:DSKOOL_36247
if 
  $279 == 48.0 
else_jump @DSKOOL_36282 
Object.PutAt($201[2], $282, $283, $284)

:DSKOOL_36282
if 
  $279 == 72.0 
else_jump @DSKOOL_36317 
Object.PutAt($201[3], $282, $283, $284)

:DSKOOL_36317
if 
  $279 == 96.0 
else_jump @DSKOOL_36352 
Object.PutAt($201[4], $282, $283, $284)

:DSKOOL_36352
if 
  $279 == 120.0 
else_jump @DSKOOL_36387 
Object.PutAt($201[5], $282, $283, $284)

:DSKOOL_36387
if 
  $279 == 144.0 
else_jump @DSKOOL_36422 
Object.PutAt($201[6], $282, $283, $284)

:DSKOOL_36422
if 
  $279 == 168.0 
else_jump @DSKOOL_36457 
Object.PutAt($201[7], $282, $283, $284)

:DSKOOL_36457
if 
  $279 == 192.0 
else_jump @DSKOOL_36492 
Object.PutAt($201[8], $282, $283, $284)

:DSKOOL_36492
if 
  $279 == 216.0 
else_jump @DSKOOL_36527 
Object.PutAt($201[9], $282, $283, $284)

:DSKOOL_36527
if 
  $279 == 240.0 
else_jump @DSKOOL_36562 
Object.PutAt($201[10], $282, $283, $284)

:DSKOOL_36562
if 
  $279 == 264.0 
else_jump @DSKOOL_36597 
Object.PutAt($201[11], $282, $283, $284)

:DSKOOL_36597
if 
  $279 == 288.0 
else_jump @DSKOOL_36632 
Object.PutAt($201[12], $282, $283, $284)

:DSKOOL_36632
if 
  $279 == 312.0 
else_jump @DSKOOL_36667 
Object.PutAt($201[13], $282, $283, $284)

:DSKOOL_36667
if 
  $279 == 336.0 
else_jump @DSKOOL_36702 
Object.PutAt($201[14], $282, $283, $284)

:DSKOOL_36702
$279 += 24.0 
if 
  360.0 > $279 
else_jump @DSKOOL_36740 
jump @DSKOOL_36129 

:DSKOOL_36740
if 
  $247 == 2 
else_jump @DSKOOL_37629 
$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_36833
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 120.0 
else_jump @DSKOOL_36916 
Object.PutAt($201[0], $282, $283, $284)

:DSKOOL_36916
if 
  $279 == 150.0 
else_jump @DSKOOL_36951 
Object.PutAt($201[1], $282, $283, $284)

:DSKOOL_36951
if 
  $279 == 180.0 
else_jump @DSKOOL_36986 
Object.PutAt($201[2], $282, $283, $284)

:DSKOOL_36986
if 
  $279 == 210.0 
else_jump @DSKOOL_37021 
Object.PutAt($201[3], $282, $283, $284)

:DSKOOL_37021
if 
  $279 == 240.0 
else_jump @DSKOOL_37056 
Object.PutAt($201[4], $282, $283, $284)

:DSKOOL_37056
$279 += 30.0 
if 
  271.0 > $279 
else_jump @DSKOOL_37094 
jump @DSKOOL_36833 

:DSKOOL_37094
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_37515
if 
  25 > $200 
else_jump @DSKOOL_37629 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_37615 
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_37615
$200 += 1 
jump @DSKOOL_37515 

:DSKOOL_37629
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_38120 
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_38006
if 
  15 > $200 
else_jump @DSKOOL_38120 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_38106 
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_38106
$200 += 1 
jump @DSKOOL_38006 

:DSKOOL_38120
if 
  $247 == 12 
else_jump @DSKOOL_38627 
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_38513
if 
  31 > $200 
else_jump @DSKOOL_38627 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_38613 
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_38613
$200 += 1 
jump @DSKOOL_38513 

:DSKOOL_38627
if 
  $247 == 13 
else_jump @DSKOOL_39134 
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_39020
if 
  31 > $200 
else_jump @DSKOOL_39134 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_39120 
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_39120
$200 += 1 
jump @DSKOOL_39020 

:DSKOOL_39134
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_40837 
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_39580
if 
  18 > $200 
else_jump @DSKOOL_39694 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_39680 
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_39680
$200 += 1 
jump @DSKOOL_39580 

:DSKOOL_39694
$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_39759
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 126.0 
else_jump @DSKOOL_39842 
Object.PutAt($201[18], $282, $283, $284)

:DSKOOL_39842
if 
  $279 == 144.0 
else_jump @DSKOOL_39877 
Object.PutAt($201[19], $282, $283, $284)

:DSKOOL_39877
if 
  $279 == 162.0 
else_jump @DSKOOL_39912 
Object.PutAt($201[20], $282, $283, $284)

:DSKOOL_39912
if 
  $279 == 180.0 
else_jump @DSKOOL_39947 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_39947
if 
  $279 == 198.0 
else_jump @DSKOOL_39982 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_39982
if 
  $279 == 216.0 
else_jump @DSKOOL_40017 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_40017
if 
  $279 == 234.0 
else_jump @DSKOOL_40052 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_40052
$279 += 18.0 
if 
  271.0 > $279 
else_jump @DSKOOL_40090 
jump @DSKOOL_39759 

:DSKOOL_40090
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_40327
if 
  35 > $200 
else_jump @DSKOOL_40441 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_40427 
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_40427
$200 += 1 
jump @DSKOOL_40327 

:DSKOOL_40441
$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_40506
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 306.0 
else_jump @DSKOOL_40589 
Object.PutAt($201[35], $282, $283, $284)

:DSKOOL_40589
if 
  $279 == 324.0 
else_jump @DSKOOL_40624 
Object.PutAt($201[36], $282, $283, $284)

:DSKOOL_40624
if 
  $279 == 342.0 
else_jump @DSKOOL_40659 
Object.PutAt($201[37], $282, $283, $284)

:DSKOOL_40659
if 
  $279 == 360.0 
else_jump @DSKOOL_40694 
Object.PutAt($201[38], $282, $283, $284)

:DSKOOL_40694
if 
  $279 == 378.0 
else_jump @DSKOOL_40729 
Object.PutAt($201[39], $282, $283, $284)

:DSKOOL_40729
if 
  $279 == 396.0 
else_jump @DSKOOL_40764 
Object.PutAt($201[40], $282, $283, $284)

:DSKOOL_40764
if 
  $279 == 414.0 
else_jump @DSKOOL_40799 
Object.PutAt($201[41], $282, $283, $284)

:DSKOOL_40799
$279 += 18.0 
if 
  451.0 > $279 
else_jump @DSKOOL_40837 
jump @DSKOOL_40506 

:DSKOOL_40837
if 
  $247 == 5 
else_jump @DSKOOL_41827 
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_41713
if 
  37 > $200 
else_jump @DSKOOL_41827 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_41813 
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_41813
$200 += 1 
jump @DSKOOL_41713 

:DSKOOL_41827
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_42623 
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_42342
if 
  21 > $200 
else_jump @DSKOOL_42456 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_42442 
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_42442
$200 += 1 
jump @DSKOOL_42342 

:DSKOOL_42456
$279 = 90.0 
if 
  $247 == 3 
else_jump @DSKOOL_42520 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 30.0 -0.5 
jump @DSKOOL_42549 

:DSKOOL_42520
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -4.0 30.0 -0.5 

:DSKOOL_42549
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_42575
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 

:DSKOOL_42623
if 
  $247 == 3 
else_jump @DSKOOL_42746 
if 
  $279 == 126.0 
else_jump @DSKOOL_42676 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_42676
if 
  $279 == 144.0 
else_jump @DSKOOL_42711 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_42711
if 
  $279 == 162.0 
else_jump @DSKOOL_42746 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_42746
if 
  $247 == 4 
else_jump @DSKOOL_42869 
if 
  $279 == 198.0 
else_jump @DSKOOL_42799 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_42799
if 
  $279 == 216.0 
else_jump @DSKOOL_42834 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_42834
if 
  $279 == 234.0 
else_jump @DSKOOL_42869 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_42869
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_43020 
if 
  $279 == 180.0 
else_jump @DSKOOL_42929 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_42929
$279 += 18.0 
if 
  $247 == 3 
else_jump @DSKOOL_42992 
if 
  181.0 > $279 
else_jump @DSKOOL_42985 
jump @DSKOOL_42575 

:DSKOOL_42985
jump @DSKOOL_43020 

:DSKOOL_42992
if 
  235.0 > $279 
else_jump @DSKOOL_43020 
jump @DSKOOL_42575 

:DSKOOL_43020
if 
  $247 == 3 
else_jump @DSKOOL_43642 
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_43528
if 
  46 > $200 
else_jump @DSKOOL_43642 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_43628 
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_43628
$200 += 1 
jump @DSKOOL_43528 

:DSKOOL_43642
if 
  $247 == 4 
else_jump @DSKOOL_44264 
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_44150
if 
  46 > $200 
else_jump @DSKOOL_44264 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_44250 
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_44250
$200 += 1 
jump @DSKOOL_44150 

:DSKOOL_44264
if 
  $247 == 8 
else_jump @DSKOOL_44748 
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_44634
if 
  15 > $200 
else_jump @DSKOOL_44748 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_44734 
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_44734
$200 += 1 
jump @DSKOOL_44634 

:DSKOOL_44748
if 
  $247 == 9 
else_jump @DSKOOL_45232 
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_45118
if 
  15 > $200 
else_jump @DSKOOL_45232 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_45218 
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_45218
$200 += 1 
jump @DSKOOL_45118 

:DSKOOL_45232
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_45968 
$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_45332
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 90.0 
else_jump @DSKOOL_45415 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_45415
if 
  $279 == 120.0 
else_jump @DSKOOL_45450 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_45450
if 
  $279 == 150.0 
else_jump @DSKOOL_45485 
Object.PutAt($201[25], $282, $283, $284)

:DSKOOL_45485
if 
  $279 == 180.0 
else_jump @DSKOOL_45520 
Object.PutAt($201[26], $282, $283, $284)

:DSKOOL_45520
if 
  $279 == 210.0 
else_jump @DSKOOL_45555 
Object.PutAt($201[27], $282, $283, $284)

:DSKOOL_45555
if 
  $279 == 240.0 
else_jump @DSKOOL_45590 
Object.PutAt($201[28], $282, $283, $284)

:DSKOOL_45590
if 
  $279 == 270.0 
else_jump @DSKOOL_45625 
Object.PutAt($201[29], $282, $283, $284)

:DSKOOL_45625
$279 += 30.0 
if 
  271.0 > $279 
else_jump @DSKOOL_45663 
jump @DSKOOL_45332 

:DSKOOL_45663
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_45854
if 
  23 > $200 
else_jump @DSKOOL_45968 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_45954 
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_45954
$200 += 1 
jump @DSKOOL_45854 

:DSKOOL_45968
return 

:DSKOOL_45970
if 
  61@ == 1 
else_jump @DSKOOL_46063 
if 
001D:   86@ > 62@ // (int) 
else_jump @DSKOOL_46035 
gosub @DSKOOL_46231 
gosub @DSKOOL_46338 
gosub @DSKOOL_46492 
jump @DSKOOL_46063 

:DSKOOL_46035
if 
   not Actor.Dead(91@)
else_jump @DSKOOL_46056 
0968: actor 91@ stop_mouth 

:DSKOOL_46056
61@ = 0 

:DSKOOL_46063
return 

:DSKOOL_46065
if 
  61@ == 1 
else_jump @DSKOOL_46200 
05AA: 65@s = 'MEC_D1' // @s = 'short'  // ~z~Welcome to the Advanced Driving School.
05AA: 67@s = 'MEC_D2' // @s = 'short'  // ~z~To pass you must score BRONZE or higher in all 12 tests.
05AA: 69@s = 'MEC_D3' // @s = 'short'  // ~z~To view a demonstration of each test, please use the TV over there.
05AA: 71@s = 'MEC_D4' // @s = 'short'  // ~z~Passing a test will unlock the next test in the training program.
05AA: 73@s = 'MEC_D5' // @s = 'short'  // ~z~You can come back and check your scores or take new tests at any time.
04AF: 79@ = 26002 // = constant 
04AF: 80@ = 26003 // = constant 
04AF: 81@ = 26004 // = constant 
04AF: 82@ = 26005 // = constant 
04AF: 83@ = 26006 // = constant 
86@ = 5 

:DSKOOL_46200
0085: 89@ = 62@ // (int) 
87@ = 0 
88@ = 0 
90@ = 1 
return 

:DSKOOL_46231
if 
001D:   86@ > 89@ // (int) 
else_jump @DSKOOL_46336 
if 
  87@ == 0 
else_jump @DSKOOL_46293 
03CF: load_wav 79@(89@,7i) as 1 
89@ += 1 
87@ = 1 

:DSKOOL_46293
if 
  88@ == 0 
else_jump @DSKOOL_46336 
03CF: load_wav 79@(89@,7i) as 2 
89@ += 1 
88@ = 1 

:DSKOOL_46336
return 

:DSKOOL_46338
if 
  90@ == 1 
else_jump @DSKOOL_46414 
if 
  87@ == 1 
else_jump @DSKOOL_46414 
if 
03D0:   wav 1 loaded 
else_jump @DSKOOL_46414 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
87@ = 2 

:DSKOOL_46414
if 
  90@ == 2 
else_jump @DSKOOL_46490 
if 
  88@ == 1 
else_jump @DSKOOL_46490 
if 
03D0:   wav 2 loaded 
else_jump @DSKOOL_46490 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
88@ = 2 

:DSKOOL_46490
return 

:DSKOOL_46492
if 
  87@ == 2 
else_jump @DSKOOL_46555 
if 
03D2:   wav 1 ended 
else_jump @DSKOOL_46555 
03D5: remove_text 65@(62@,7s) 
62@ += 1 
90@ = 2 
87@ = 0 

:DSKOOL_46555
if 
  88@ == 2 
else_jump @DSKOOL_46618 
if 
03D2:   wav 2 ended 
else_jump @DSKOOL_46618 
03D5: remove_text 65@(62@,7s) 
62@ += 1 
90@ = 1 
88@ = 0 

:DSKOOL_46618
return 

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam

:CPRACE
gosub @CPRACE_112 
if 
wasted_or_busted 
else_jump @CPRACE_43 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
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 // = constant 
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 // = constant 
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 // == constant 
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: set_car 379@(253@,16i) strong 1 
Car.ImmuneToNonPlayer(379@(253@,16i)) = True
if 
04A4:   49@ == 6 // == constant 
else_jump @CPRACE_915 

:CPRACE_819
if 
04F1:   is_car_waiting_for_world_collision 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: set_car 379@(253@,16i) watertight 1 
053F: set_car 379@(253@,16i) tires_vulnerability 0 
if 
  221@ == 0 
else_jump @CPRACE_1192 
03ED: set_car 379@(253@,16i) disable_flipped_explosion_when_empty 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@ = 7806.102 
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' // @s = 'short'  // Lowrider Race
05AA: 87@s = 'RACE01' // @s = 'short'  // Little Loop
05AA: 89@s = 'RACE02' // @s = 'short'  // Backroad Wanderer
05AA: 91@s = 'RACE03' // @s = 'short'  // City Circuit
05AA: 93@s = 'RACE04' // @s = 'short'  // Vinewood
05AA: 95@s = 'RACE05' // @s = 'short'  // Freeway
05AA: 97@s = 'RACE06' // @s = 'short'  // Into the Country
05AA: 99@s = 'RACE07' // @s = 'short'  // Badlands A
05AA: 101@s = 'RACE08' // @s = 'short'  // Badlands B
05AA: 103@s = 'RACE09' // @s = 'short'  // Dirtbike Danger
05AA: 105@s = 'RACE10' // @s = 'short'  // Bandito County
05AA: 107@s = 'RACE11' // @s = 'short'  // Go-Go Karting
05AA: 109@s = 'RACE12' // @s = 'short'  // San Fierro Fastlane
05AA: 111@s = 'RACE13' // @s = 'short'  // San Fierro Hills
05AA: 113@s = 'RACE14' // @s = 'short'  // Country Endurance
05AA: 115@s = 'RACE15' // @s = 'short'  // SF to LV
05AA: 117@s = 'RACE16' // @s = 'short'  // Dam Rider
05AA: 119@s = 'RACE17' // @s = 'short'  // Desert Tricks
05AA: 121@s = 'RACE18' // @s = 'short'  // LV Ringroad
05AA: 123@s = 'RACE19' // @s = 'short'  // World War Ace
05AA: 125@s = 'RACE20' // @s = 'short'  // Barnstorming
05AA: 127@s = 'RACE21' // @s = 'short'  // Military Service
05AA: 129@s = 'RACE22' // @s = 'short'  // Chopper Checkpoint
05AA: 131@s = 'RACE23' // @s = 'short'  // Whirly Bird Waypoint
05AA: 133@s = 'RACE24' // @s = 'short'  // Heli Hell
04AF: 145@ = 259 // = constant 
04AF: 146@ = 261 // = constant 
04AF: 147@ = 263 // = constant 
04AF: 148@ = 265 // = constant 
04AF: 149@ = 267 // = constant 
04AF: 150@ = 269 // = constant 
04AF: 151@ = 271 // = constant 
04AF: 152@ = 273 // = constant 
04AF: 153@ = 275 // = constant 
04AF: 154@ = 277 // = constant 
04AF: 155@ = 279 // = constant 
04AF: 156@ = 281 // = constant 
04AF: 157@ = 283 // = constant 
04AF: 158@ = 285 // = constant 
04AF: 159@ = 287 // = constant 
04AF: 160@ = 289 // = constant 
04AF: 161@ = 291 // = constant 
04AF: 162@ = 293 // = constant 
04AF: 163@ = 295 // = constant 
04AF: 164@ = 296 // = constant 
04AF: 165@ = 297 // = constant 
04AF: 166@ = 298 // = constant 
04AF: 167@ = 299 // = constant 
04AF: 168@ = 300 // = constant 
04AF: 169@ = 301 // = constant 
04AF: 170@ = 48 // = constant 
04AF: 171@ = 220 // = constant 
04AF: 175@ = 258 // = constant 
04AF: 176@ = 260 // = constant 
04AF: 177@ = 262 // = constant 
04AF: 178@ = 264 // = constant 
04AF: 179@ = 266 // = constant 
04AF: 180@ = 268 // = constant 
04AF: 181@ = 270 // = constant 
04AF: 182@ = 272 // = constant 
04AF: 183@ = 274 // = constant 
04AF: 184@ = 276 // = constant 
04AF: 185@ = 278 // = constant 
04AF: 186@ = 280 // = constant 
04AF: 187@ = 282 // = constant 
04AF: 188@ = 284 // = constant 
04AF: 189@ = 286 // = constant 
04AF: 190@ = 288 // = constant 
04AF: 191@ = 290 // = constant 
04AF: 192@ = 292 // = constant 
04AF: 193@ = 294 // = constant 
04AF: 200@ = 172 // = constant 
04AF: 201@ = 221 // = constant 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
09FF: set_restart_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04AF: 205@ = 0 // = constant 
03F0: enable_text_draw 1 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
Player.CanMove($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:   is_keyboard_key_pressed 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 // = constant 
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:   is_keyboard_key_pressed 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:   is_keyboard_key_pressed 151 
else_jump @CPRACE_4401 
224@ = 1 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 76 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
256@ = 6 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 77 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
03A9: save_newline_to_debug_file 
252@ = 0 

:CPRACE_3258
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_3558 
03A9: save_newline_to_debug_file 
05B6: 78 // BOX COORDS = 
03A7: save_int_to_debug_file 252@ 
05B6: 79 // TOTAL_LAPS = 1
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: save_newline_to_debug_file 
252@ = 0 

:CPRACE_3615
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_3920 
03A9: save_newline_to_debug_file 
05B6: 80 // TOTAL_RACERS = 6
03A7: save_int_to_debug_file 252@ 
05B6: 81 // RACER_MODEL[
03A7: save_int_to_debug_file 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: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 82 // ] = MALE01
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A9: save_newline_to_debug_file 
05B6: 83 // RACERS_CAR_MODEL[
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A9: save_newline_to_debug_file 
05B6: 84 // ] = 
03A8: save_float_to_debug_file $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 
443@ = Actor.CurrentCar($PLAYER_ACTOR)
230@ = Car.Model(443@)
if or
081F:   model 230@ plane 
0820:   model 230@ heli 
else_jump @CPRACE_4656 
0454: 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 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@  // Race ~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: save_newline_to_debug_file 
05B6: 85 // CHECKPOINTS_X[0] = 
03A7: save_int_to_debug_file $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 86 // CHECKPOINTS_Y[0] = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A9: save_newline_to_debug_file 
05B6: 87 // CHECKPOINTS_Z[0] = 
03A7: save_int_to_debug_file $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 88 // CHECKPOINTS_X[
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A9: save_newline_to_debug_file 
05B6: 89 // ] = 
03A7: save_int_to_debug_file $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 90 // CHECKPOINTS_Y[
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: save_float_to_debug_file $TEMPVAR_FLOAT_3 
03A9: save_newline_to_debug_file 
0089: 454@($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 // == constant 
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'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select race.~n~~k~~PED_SPRINT~ Start Race~n~~k~~VEHICLE_ENTER_EXIT~ Quit
0494: get_joystick 0 direction_offset_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_textures 
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  // Races
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'  // Track Distance
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~ miles
jump @CPRACE_6767 

:CPRACE_6744
045B: draw_text_2numbers $6903 $6919 GXT 'RACES46' numbers 246@ 247@  // ~1~.~1~ miles

:CPRACE_6767
gosub @CPRACE_47594 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6920 GXT 'RACES38'  // Best Time
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'  // NA
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'  // Best Result
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'  // 1ST
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'  // 2ND
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'  // 3RD
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~TH
jump @CPRACE_7332 

:CPRACE_7315
033E: set_draw_text_position $6903 $6923 GXT 'RACES45'  // NA

: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_textures 
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_sky_color 2 fade 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 // == constant 
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 // == constant 
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 // == constant 
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: refresh_game_renderer_at 454@ 536@ 
Camera.Restore_WithJumpCut
Camera.SetAtPos(454@, 536@, 618@)
0915: sync_weather_with_time_and_location_instantly 
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 
395@(253@,16i) = Actor.CreateAsDriver(CivMale, 700@(253@,16i), 379@(253@,16i))
if 
04A4:   700@(253@,16i) == 290 // == constant 
else_jump @CPRACE_9552 
if or
  $RACE_INDEX == 0 
  $RACE_INDEX == 8 
else_jump @CPRACE_9533 
411@ = Actor.CreateAsPassenger(CivFemale, #SPECIAL02, 379@(253@,16i), 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) can_be_shot_in_a_car 0 
0446: set_actor 395@(253@,16i) dismemberment_possible 0 
0568: set_actor 395@(253@,16i) untargetable 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: set_actor 429@ keep_tasks_after_cleanup 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: set_actor 431@(252@,11i) keep_tasks_after_cleanup 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 used_car 
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 > $6960 // (int) 
else_jump @CPRACE_12344 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
097A: play_audio_at 0.0 0.0 0.0 event 1057 
Player.CanMove($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 unk_place_on_road_properly 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  // TIME

:CPRACE_12333
0A0E: disable_text_with_style 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~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.
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 // == constant 
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~You have been disqualified for leaving your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13625 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

: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: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_21' number 453@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle ~s~before you are disqualified.
jump @CPRACE_13741 

:CPRACE_13718
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES21' number 453@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.

:CPRACE_13741
jump @CPRACE_14114 

:CPRACE_13748
if 
02BF:   car 379@(442@,16i) sunk 
else_jump @CPRACE_14019 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CPRACE_13917 
443@ = Actor.CurrentCar($PLAYER_ACTOR)
if 
803B:   not  443@ == 379@(442@,16i) // (int) 
else_jump @CPRACE_13910 
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13865 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

: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~You have been disqualified for destroying your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13967 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

: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~You have been disqualified for destroying your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14069 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

: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 
443@ = Actor.CurrentCar(395@(253@,16i))
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 sphere 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 sphere 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) sphere 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 // @ == $ (int) 
else_jump @CPRACE_15700 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CPRACE_15700 
04E4: 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 // @ == $ (int) 
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 FAILED!

: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: get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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  // New Best Lap Time ~1~:0~1~
jump @CPRACE_16869 

:CPRACE_16847
02FD: show_text_2numbers_lowpriority GXT 'LAPTIME' numbers 452@ 453@ time 5000 flag 1  // New Best Lap Time ~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 // == constant 
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
443@ = Actor.CurrentCar(395@(253@,16i))
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
443@ = Actor.CurrentCar(395@(253@,16i))
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
443@ = Actor.CurrentCar(395@(253@,16i))
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
443@ = Actor.CurrentCar(395@(253@,16i))
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: get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @CPRACE_18116 
062E: get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 
395@(253@,16i) = Actor.CreateAsDriver(CivMale, 700@(253@,16i), 379@(253@,16i))
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) can_be_shot_in_a_car 0 
0446: set_actor 395@(253@,16i) dismemberment_possible 0 
0568: set_actor 395@(253@,16i) untargetable 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 // == constant 
else_jump @CPRACE_18863 
$6941 = 0.4235 
jump @CPRACE_18908 

:CPRACE_18863
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 600.0 
045B: draw_text_2numbers $6913 $6927 GXT 'RACES32' numbers 36@ 224@  // LAP ~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'  // ST

:CPRACE_19045
if 
  450@ == 2 
else_jump @CPRACE_19080 
033E: set_draw_text_position $6904 $6918 GXT 'ND'  // ND

:CPRACE_19080
if 
  450@ == 3 
else_jump @CPRACE_19115 
033E: set_draw_text_position $6904 $6918 GXT 'RD'  // RD

:CPRACE_19115
if 
  450@ > 3 
else_jump @CPRACE_19150 
033E: set_draw_text_position $6904 $6918 GXT 'TH'  // 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: set_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: set_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 
  $RACE_INDEX == 0 
else_jump @CPRACE_19706 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~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 FAILED!

: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 // == constant 
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  // Winner!
jump @CPRACE_20277 

:CPRACE_20252
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES_8' style 3  // Loser!

:CPRACE_20277
if 
  256@ > 1 
else_jump @CPRACE_20549 
gosub @CPRACE_47594 
0341: set_text_draw_align_justify 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'  // NEW Best Position:
jump @CPRACE_20373 

:CPRACE_20356
033E: set_draw_text_position $6904 $6918 GXT 'RACES30'  // Position:

:CPRACE_20373
gosub @CPRACE_47594 
03E4: set_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'  // 1ST

:CPRACE_20441
if 
  450@ == 2 
else_jump @CPRACE_20476 
033E: set_draw_text_position $6905 $6918 GXT 'RACES27'  // 2ND

:CPRACE_20476
if 
  450@ == 3 
else_jump @CPRACE_20511 
033E: set_draw_text_position $6905 $6918 GXT 'RACES28'  // 3RD

:CPRACE_20511
if 
  450@ > 3 
else_jump @CPRACE_20549 
045A: draw_text_1number $6905 $6918 GXT 'RACES29' number 450@  // ~1~TH

:CPRACE_20549
gosub @CPRACE_47594 
0341: set_text_draw_align_justify 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'  // NEW Best Time:
jump @CPRACE_20627 

:CPRACE_20610
033E: set_draw_text_position $6904 $6920 GXT 'RACES31'  // Time:

: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: set_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@ = 1384.262 
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@ = -1647.348 
628@ = 31.7176 
465@ = 369.98 
547@ = -2030.34 
629@ = 5.55 
250@ = 12 
256@ = 6 
04AF: 700@ = 133 // = constant 
04AF: 701@ = 217 // = constant 
04AF: 702@ = 157 // = constant 
04AF: 703@ = 248 // = constant 
04AF: 704@ = 290 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 517 // = constant 
04AF: 717@ = 534 // = constant 
04AF: 718@ = 517 // = constant 
04AF: 719@ = 536 // = constant 
04AF: 720@ = 567 // = constant 
04AF: 721@ = 536 // = constant 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 522 // = constant 
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@ = 1167.314 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_22740
454@ = 1927.48 
536@ = -1515.516 
618@ = 2.2978 
455@ = 2018.4 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_23422
454@ = 1357.656 
536@ = -1361.67 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 558 // = constant 
04AF: 717@ = 555 // = constant 
04AF: 718@ = 496 // = constant 
04AF: 719@ = 555 // = constant 
04AF: 720@ = 405 // = constant 
04AF: 721@ = 550 // = constant 
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@ = 2175.822 
543@ = -1384.403 
625@ = 22.8281 
462@ = 2342.426 
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@ = 1797.064 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 429 // = constant 
04AF: 717@ = 541 // = constant 
04AF: 718@ = 402 // = constant 
04AF: 719@ = 429 // = constant 
04AF: 720@ = 541 // = constant 
04AF: 721@ = 506 // = constant 
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@ = 1544.308 
538@ = -2684.983 
620@ = 7.5074 
457@ = 1945.946 
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@ = -1856.504 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 429 // = constant 
04AF: 718@ = 415 // = constant 
04AF: 719@ = 541 // = constant 
04AF: 720@ = 451 // = constant 
04AF: 721@ = 411 // = constant 
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 // = constant 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 290 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 439 // = constant 
04AF: 717@ = 475 // = constant 
04AF: 718@ = 526 // = constant 
04AF: 719@ = 475 // = constant 
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@ = 1000.324 
563@ = -80.3516 
645@ = 21.0326 
482@ = 1187.393 
564@ = -83.879 
646@ = 35.2576 
483@ = 1265.846 
565@ = -153.0857 
647@ = 36.8097 
484@ = 1434.738 
566@ = -214.9645 
648@ = 7.3527 
485@ = 1548.962 
567@ = -146.2702 
649@ = 16.4932 
486@ = 1559.983 
568@ = 17.468 
650@ = 23.1563 
250@ = 33 
256@ = 4 
04AF: 700@ = 101 // = constant 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 290 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 477 // = constant 
04AF: 717@ = 560 // = constant 
04AF: 718@ = 562 // = constant 
04AF: 719@ = 477 // = constant 
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@ = -1122.616 
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@ = -2334.538 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 468 // = constant 
04AF: 717@ = 468 // = constant 
04AF: 718@ = 468 // = constant 
04AF: 719@ = 468 // = constant 
04AF: 720@ = 468 // = constant 
04AF: 721@ = 468 // = constant 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_28894
454@ = -1936.791 
536@ = -2452.235 
618@ = 29.6377 
455@ = -1862.54 
537@ = -2379.436 
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@ = -1269.912 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 568 // = constant 
04AF: 717@ = 568 // = constant 
04AF: 718@ = 568 // = constant 
04AF: 719@ = 568 // = constant 
04AF: 720@ = 568 // = constant 
04AF: 721@ = 568 // = constant 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 571 // = constant 
04AF: 717@ = 571 // = constant 
04AF: 718@ = 571 // = constant 
04AF: 719@ = 571 // = constant 
04AF: 720@ = 571 // = constant 
04AF: 721@ = 571 // = constant 
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@ = 1268.196 
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@ = 1160.69 
625@ = 45.0107 
462@ = -1897.101 
544@ = 960.1686 
626@ = 34.7366 
463@ = -1998.178 
545@ = 841.1865 
627@ = 45.0219 
464@ = -2189.258 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 559 // = constant 
04AF: 717@ = 589 // = constant 
04AF: 718@ = 559 // = constant 
04AF: 719@ = 565 // = constant 
04AF: 720@ = 558 // = constant 
04AF: 721@ = 602 // = constant 
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@ = -1117.408 
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@ = -1886.556 
570@ = 55.293 
652@ = 38.0326 
489@ = -1848.038 
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@ = 1115.6 
658@ = 6.8376 
250@ = 41 
256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 402 // = constant 
04AF: 717@ = 560 // = constant 
04AF: 718@ = 506 // = constant 
04AF: 719@ = 506 // = constant 
04AF: 720@ = 477 // = constant 
04AF: 721@ = 603 // = constant 
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@ = -1347.248 
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@ = -1143.29 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 415 // = constant 
04AF: 718@ = 411 // = constant 
04AF: 719@ = 451 // = constant 
04AF: 720@ = 429 // = constant 
04AF: 721@ = 541 // = constant 
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@ = 1728.238 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 415 // = constant 
04AF: 718@ = 411 // = constant 
04AF: 719@ = 451 // = constant 
04AF: 720@ = 429 // = constant 
04AF: 721@ = 429 // = constant 
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@ = 1495.58 
623@ = 17.5443 
460@ = -782.4052 
542@ = 1305.81 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 522 // = constant 
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@ = -1112.754 
543@ = 2698.651 
625@ = 44.875 
462@ = -1238.17 
544@ = 2679.86 
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@ = -1961.462 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
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@ = 1252.556 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 562 // = constant 
04AF: 718@ = 415 // = constant 
04AF: 719@ = 411 // = constant 
04AF: 720@ = 562 // = constant 
04AF: 721@ = 451 // = constant 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 476 // = constant 
04AF: 717@ = 476 // = constant 
04AF: 718@ = 476 // = constant 
04AF: 719@ = 476 // = constant 
04AF: 205@ = 3 // = constant 
jump @CPRACE_46262 

:CPRACE_38120
454@ = -1582.67 
536@ = -89.9953 
618@ = 13.1683 
455@ = -1439.186 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 513 // = constant 
04AF: 717@ = 513 // = constant 
04AF: 718@ = 513 // = constant 
04AF: 719@ = 513 // = constant 
04AF: 205@ = 3 // = constant 
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@ = -2061.488 
558@ = 1418.548 
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@ = -2305.256 
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@ = -1011.332 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 520 // = constant 
04AF: 717@ = 520 // = constant 
04AF: 718@ = 520 // = constant 
04AF: 719@ = 520 // = constant 
04AF: 205@ = 3 // = constant 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 487 // = constant 
04AF: 717@ = 487 // = constant 
04AF: 718@ = 487 // = constant 
04AF: 719@ = 487 // = constant 
04AF: 205@ = 3 // = constant 
jump @CPRACE_46262 

:CPRACE_43154
454@ = -1962.871 
536@ = 628.0812 
618@ = 150.2844 
455@ = -1848.34 
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@ = -1560.512 
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@ = -2185.996 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 488 // = constant 
04AF: 717@ = 488 // = constant 
04AF: 718@ = 488 // = constant 
04AF: 719@ = 488 // = constant 
04AF: 205@ = 3 // = constant 
jump @CPRACE_46262 

:CPRACE_44052
454@ = 1765.608 
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@ = -1399.126 
633@ = 26.3812 
470@ = 1437.015 
552@ = -1321.431 
634@ = 45.396 
471@ = 1609.09 
553@ = -1299.497 
635@ = 25.0714 
472@ = 1791.42 
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@ = 1450.908 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 425 // = constant 
04AF: 717@ = 425 // = constant 
04AF: 718@ = 425 // = constant 
04AF: 719@ = 425 // = constant 
04AF: 205@ = 3 // = constant 
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@ = 1051.148 
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 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 706@ = 7 // = constant 
04AF: 707@ = 7 // = constant 
04AF: 708@ = 7 // = constant 
04AF: 709@ = 7 // = constant 
04AF: 710@ = 7 // = constant 
04AF: 711@ = 7 // = constant 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 503 // = constant 
04AF: 717@ = 502 // = constant 
04AF: 718@ = 494 // = constant 
04AF: 719@ = 503 // = constant 
04AF: 720@ = 502 // = constant 
04AF: 721@ = 494 // = constant 
04AF: 722@ = 502 // = constant 
04AF: 723@ = 494 // = constant 
04AF: 724@ = 503 // = constant 
04AF: 725@ = 494 // = constant 
04AF: 726@ = 503 // = constant 
04AF: 727@ = 503 // = constant 
04AF: 728@ = 494 // = constant 
04AF: 729@ = 502 // = constant 
04AF: 730@ = 494 // = constant 
04AF: 731@ = 502 // = constant 
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 // = constant 
04AF: 701@ = 133 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 181 // = constant 
04AF: 704@ = 60 // = constant 
04AF: 705@ = 34 // = constant 
04AF: 706@ = 198 // = constant 
04AF: 707@ = 250 // = constant 
04AF: 708@ = 7 // = constant 
04AF: 709@ = 100 // = constant 
04AF: 710@ = 34 // = constant 
04AF: 711@ = 7 // = constant 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 468 // = constant 
04AF: 717@ = 468 // = constant 
04AF: 718@ = 468 // = constant 
04AF: 719@ = 468 // = constant 
04AF: 720@ = 468 // = constant 
04AF: 721@ = 468 // = constant 
04AF: 722@ = 468 // = constant 
04AF: 723@ = 468 // = constant 
04AF: 724@ = 468 // = constant 
04AF: 725@ = 468 // = constant 
04AF: 726@ = 468 // = constant 
04AF: 727@ = 468 // = constant 
04AF: 728@ = 468 // = constant 
04AF: 729@ = 468 // = constant 
04AF: 730@ = 468 // = constant 
04AF: 731@ = 468 // = constant 
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
740@ = Actor.CreateAsDriver(CivMale, #VHMYELV, 738@)
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: get_actor 740@ task 2023 status_store_to 742@ // ret 7 if not found 
if 
04A4:   742@ == 7 // == constant 
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
741@ = Actor.CreateAsDriver(CivMale, #VHMYELV, 739@)
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: get_actor 741@ task 1489 status_store_to 742@ // ret 7 if not found 
if 
04A4:   742@ == 7 // == constant 
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_textures 
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_textures 
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_textures 
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_textures 
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_textures 
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 0.61
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_corne 2 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 // = constant 
jump @CPRACE_48569 

:CPRACE_47988
04AF: 700@(254@,16i) = 60 // = constant 
jump @CPRACE_48569 

:CPRACE_48006
04AF: 700@(254@,16i) = 69 // = constant 
jump @CPRACE_48569 

:CPRACE_48024
04AF: 700@(254@,16i) = 96 // = constant 
jump @CPRACE_48569 

:CPRACE_48042
04AF: 700@(254@,16i) = 100 // = constant 
jump @CPRACE_48569 

:CPRACE_48060
04AF: 700@(254@,16i) = 101 // = constant 
jump @CPRACE_48569 

:CPRACE_48078
04AF: 700@(254@,16i) = 112 // = constant 
jump @CPRACE_48569 

:CPRACE_48096
04AF: 700@(254@,16i) = 122 // = constant 
jump @CPRACE_48569 

:CPRACE_48114
04AF: 700@(254@,16i) = 125 // = constant 
jump @CPRACE_48569 

:CPRACE_48132
04AF: 700@(254@,16i) = 128 // = constant 
jump @CPRACE_48569 

:CPRACE_48151
04AF: 700@(254@,16i) = 131 // = constant 
jump @CPRACE_48569 

:CPRACE_48170
04AF: 700@(254@,16i) = 133 // = constant 
jump @CPRACE_48569 

:CPRACE_48189
04AF: 700@(254@,16i) = 140 // = constant 
jump @CPRACE_48569 

:CPRACE_48208
04AF: 700@(254@,16i) = 142 // = constant 
jump @CPRACE_48569 

:CPRACE_48227
04AF: 700@(254@,16i) = 151 // = constant 
jump @CPRACE_48569 

:CPRACE_48246
04AF: 700@(254@,16i) = 157 // = constant 
jump @CPRACE_48569 

:CPRACE_48265
04AF: 700@(254@,16i) = 170 // = constant 
jump @CPRACE_48569 

:CPRACE_48284
04AF: 700@(254@,16i) = 181 // = constant 
jump @CPRACE_48569 

:CPRACE_48303
04AF: 700@(254@,16i) = 183 // = constant 
jump @CPRACE_48569 

:CPRACE_48322
04AF: 700@(254@,16i) = 186 // = constant 
jump @CPRACE_48569 

:CPRACE_48341
04AF: 700@(254@,16i) = 192 // = constant 
jump @CPRACE_48569 

:CPRACE_48360
04AF: 700@(254@,16i) = 198 // = constant 
jump @CPRACE_48569 

:CPRACE_48379
04AF: 700@(254@,16i) = 201 // = constant 
jump @CPRACE_48569 

:CPRACE_48398
04AF: 700@(254@,16i) = 206 // = constant 
jump @CPRACE_48569 

:CPRACE_48417
04AF: 700@(254@,16i) = 211 // = constant 
jump @CPRACE_48569 

:CPRACE_48436
04AF: 700@(254@,16i) = 217 // = constant 
jump @CPRACE_48569 

:CPRACE_48455
04AF: 700@(254@,16i) = 220 // = constant 
jump @CPRACE_48569 

:CPRACE_48474
04AF: 700@(254@,16i) = 223 // = constant 
jump @CPRACE_48569 

:CPRACE_48493
04AF: 700@(254@,16i) = 233 // = constant 
jump @CPRACE_48569 

:CPRACE_48512
04AF: 700@(254@,16i) = 246 // = constant 
jump @CPRACE_48569 

:CPRACE_48531
04AF: 700@(254@,16i) = 248 // = constant 
jump @CPRACE_48569 

:CPRACE_48550
04AF: 700@(254@,16i) = 250 // = constant 
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 "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2700 
jump @CPRACE_50957 

:CPRACE_50772
0605: actor -1 perform_animation "RIOT_CHALLENGE" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
jump @CPRACE_50957 

:CPRACE_50821
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
jump @CPRACE_50957 

:CPRACE_50866
0605: actor -1 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
jump @CPRACE_50957 

:CPRACE_50910
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2200 
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: refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0915: sync_weather_with_time_and_location_instantly 
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 // @ == $ (int) 
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 $6960 
04EF: release_animation "RIOT" 
04EF: release_animation "CAR" 
03F0: enable_text_draw 0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
01EB: set_traffic_density_multiplier_to 1.0 
08E7: disable_entrance_markers 0 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
09AC: disable_map_icons 0 
057E: set_radar_grey 0 
0826: enable_hud 1 
04FA: reset_sky_colors_with_fade 0 
0989: set_text_boxes_width 200 
if 
   Player.Defined($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 27---------------
// Originally: OG Loc

: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: disable_text_with_style 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 // = constant 
04AF: 132@ = 36202 // = constant 
04AF: 133@ = 36205 // = constant 
04AF: 134@ = 36200 // = constant 
04AF: 135@ = 36202 // = constant 
04AF: 136@ = 36205 // = constant 
04AF: 137@ = 36200 // = constant 
04AF: 138@ = 36202 // = constant 
04AF: 139@ = 36205 // = constant 
04AF: 140@ = 36200 // = constant 
04AF: 141@ = 36202 // = constant 
04AF: 142@ = 36205 // = constant 
04AF: 143@ = 36200 // = constant 
04AF: 144@ = 36202 // = constant 
04AF: 145@ = 36205 // = constant 
04AF: 146@ = 36200 // = constant 
04AF: 147@ = 36202 // = constant 
04AF: 148@ = 36205 // = constant 
04AF: 149@ = 36200 // = constant 
04AF: 150@ = 36202 // = constant 
04AF: 151@ = 36205 // = constant 
04AF: 152@ = 36200 // = constant 
04AF: 153@ = 36202 // = constant 
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(#M4A1)
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_next_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: disable_vehicle_lights 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 // set_rubbish 
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_sky_color 2 fade 0 
04E4: 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 $PLAYER_ACTOR weapon 29 ammo 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MP5, 30000)
04AF: 108@ = 504 // = constant 
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: set_car 34@ strong 1 
03ED: set_car 34@ disable_flipped_explosion_when_empty 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@ 
Actor.GiveWeaponAndAmmo(83@, MP5, 30000)
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_unk 1 model_to 104@ class_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 // = constant 
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)
Actor.GiveWeaponAndAmmo(67@(93@,16i), MP5, 30000)

: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: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 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~The overall time starts at 30 seconds and counts down.
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~Drive through the checkpoints to increase your overall time.
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~The current Target Time to win the Blood Ring is 1 min.
jump @BLOOD_2537 

:BLOOD_2518
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $1940 time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is ~1~ mins.

: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~Get your overall time above the Target Time to win!
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~You will lose if your overall time reaches zero.
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  // Drive over pickups to repair your car!
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~GO!
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: start_timer_at $8247 count_in_direction 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:   is_keyboard_key_pressed 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: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_5152 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_5264 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_5821 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_5933 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_6500 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_6612 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_7169 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_7281 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_7848 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_7960 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_8517 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_8629 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_9196 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_9308 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_9865 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_9977 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_10437 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @BLOOD_10780 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 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: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 sphere 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: get_actor 83@ task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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: 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 FAILED!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~You ran out of time!
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: 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 FAILED!
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 $5188 cars_to_generate_to 101 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
$MISSION_BLOODRING_PASSED = 1 

:BLOOD_13198
return 

:BLOOD_13200
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
else_jump @BLOOD_13218 
Camera.Restore_WithJumpCut

:BLOOD_13218
04FA: reset_sky_colors_with_fade 0 
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(#M4A1)
Model.Destroy(#BB_PICKUP)
Actor.SetWeaponAmmo($PLAYER_ACTOR, MP5, 103@)
06D6: disable_racing_checkpoint 89@ 
0734: reset_random_car_generator_models 
0A37: disable_vehicle_lights 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_unk 1 model_to 104@ class_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: disable_actor 51@(93@,16i) validate_position 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)
Actor.GiveWeaponAndAmmo(67@(93@,16i), MP5, 30000)

: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: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 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 // == constant 
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  // Results
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  // Results

: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'  // New Best Time (mins): // Cars Destroyed:
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 // == constant 
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 28---------------
// Originally: Running Dog

: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: disable_text_with_style 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@ = 1056.456 
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@ = -1371.35 
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@ = 1620.466 
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: 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_sky_color 2 fade 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: set_car 34@ strong 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) color 0 flag 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 smooth_transition 1 
0920: point_camera -1460.135 1558.761 1054.429 transverse_to -1473.741 1562.424 1052.533 time 6000 smooth_transition 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~You have wrecked the bike!
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~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
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~You have wrecked the bike!
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~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
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~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.
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~You have wrecked the bike!
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~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.

: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~You have wrecked the bike!
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~Get on the ~b~bike~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~You have wrecked the bike!
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~You have taken too long!
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~You bottled it!
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~Get on the ~b~bike~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  // GO!
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~Collect as many points as possible.
03C4: set_status_text $8262 type 0 GXT 'KICK1_9' // global_variable  // SCORE ~1~
03C3: set_timer_to $8256 type 1 GXT 'KICK1_T' // global_variable  // TIME
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  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $1804 
0394: play_music 1 
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  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_24' time 5000 flag 1  // ~r~You failed to break the record!
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~You bottled it!
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~You have wrecked the bike!
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: add_next_text_to_brief_history 0 
if 
   not $8255 == 1 
else_jump @KICKSTA_6569 
01E5: show_text_1number_highpriority GXT 'KICK_27' number $8255 time 1000 flag 1  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
jump @KICKSTA_6588 

:KICKSTA_6569
01E5: show_text_1number_highpriority GXT 'KICK_28' number $8255 time 1000 flag 1  // ~s~You have ~1~ second to return to your ~b~bike ~s~before you are disqualified.

: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 >= $8254 
else_jump @KICKSTA_6867 
00BC: show_text_highpriority GXT 'KICK1_2' time 5000 flag 1  // ~r~You did not get back to the bike quickly enough!
Player.CanMove($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~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
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  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
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 1 
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  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~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  // SCORE ~1~
01E5: show_text_1number_highpriority GXT 'KICK_21' number $1804 time 5000 flag 1  // The Highest Score ~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  // New Highest Score ~1~
008B: 258@ = $8262 // (int) 
258@ *= 100 
Player.Money($PLAYER_CHAR) += 258@
return 

:KICKSTA_7590
0581: enable_radar 1 
04FA: reset_sky_colors_with_fade 0 
$ONMISSION = 0 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 0 
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~You have collected a ~g~Green Corona~s~ +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~You have collected an ~y~Amber Corona~s~ +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~You have collected a ~r~Red Corona~s~ +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 29---------------
// Originally: Wrong Side of the Tracks

: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: disable_text_with_style 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@ = -2407.986 
399@ = 54.4911 
519@ = 51.7369 
160@ = -942.5181 
280@ = -2368.062 
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@ = -2340.27 
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 // = constant 
04AF: 830@ = 18 // = constant 
04AF: 831@ = 45 // = constant 
04AF: 832@ = 18 // = constant 
04AF: 833@ = 45 // = constant 
04AF: 834@ = 154 // = constant 
04AF: 835@ = 154 // = constant 
04AF: 836@ = 167 // = constant 
04AF: 837@ = 167 // = constant 
04AF: 838@ = 167 // = constant 
04AF: 839@ = 167 // = constant 
04AF: 840@ = 167 // = constant 
04AF: 841@ = 510 // = constant 
04AF: 842@ = 510 // = constant 
04AF: 843@ = 510 // = constant 
04AF: 844@ = 510 // = constant 
04AF: 845@ = 510 // = constant 
04AF: 846@ = 510 // = constant 
04AF: 847@ = 510 // = constant 
04AF: 848@ = 510 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
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@ = -1557.096 
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@ = -2673.892 
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@ = 2639.56 
438@ = 54.2564 
558@ = 274.3506 
199@ = -1943.44 
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@ = 2168.322 
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 // = constant 
04AF: 830@ = 18 // = constant 
04AF: 831@ = 45 // = constant 
04AF: 832@ = 18 // = constant 
04AF: 833@ = 45 // = constant 
04AF: 834@ = 154 // = constant 
04AF: 835@ = 154 // = constant 
04AF: 836@ = 167 // = constant 
04AF: 837@ = 167 // = constant 
04AF: 838@ = 167 // = constant 
04AF: 839@ = 167 // = constant 
04AF: 840@ = 167 // = constant 
04AF: 841@ = 510 // = constant 
04AF: 842@ = 510 // = constant 
04AF: 843@ = 510 // = constant 
04AF: 844@ = 510 // = constant 
04AF: 845@ = 510 // = constant 
04AF: 846@ = 510 // = constant 
04AF: 847@ = 510 // = constant 
04AF: 848@ = 510 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
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 1000000.0 
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 sphere 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) can_be_shot_in_a_car 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: set_car 902@(759@,12i) not_affected_by_cheats 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 unk_place_on_road_properly 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: set_car 902@(759@,12i) watertight 1 
03AB: set_car 902@(759@,12i) strong 1 
03ED: set_car 902@(759@,12i) disable_flipped_explosion_when_empty 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: set_car 902@(941@,12i) watertight 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~You have been disqualified from the race.
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  // GO!
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 // @ == $ (int) 
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) sphere 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) sphere 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: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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 time -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: 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 // == constant 
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 
768@ = Actor.CurrentCar(914@(759@,12i))

: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: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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 
768@ = Actor.CurrentCar(914@(759@,12i))
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~You have been disqualified from the race.
jump @TRIA_22678 

:TRIA_15051
if 
   not Actor.Dead(914@(759@,12i))
else_jump @TRIA_16445 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
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~You have been disqualified from the race.
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 time -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: get_actor 914@(759@,12i) task 2606 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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 // @ == $ (int) 
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  // Loser!
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 // @ == $ (int) 
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: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // == constant 
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 // @ == $ (int) 
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~You have been disqualified for leaving your vehicle.
jump @TRIA_22678 
return 

:TRIA_16751
09C1: add_next_text_to_brief_history 0 
if 
  764@ == 1 
else_jump @TRIA_16799 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
jump @TRIA_16818 

:TRIA_16799
01E5: show_text_1number_highpriority GXT 'RACES50' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:TRIA_16818
if 
003B:   927@(759@,12i) == 828@ // (int) 
else_jump @TRIA_16926 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
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  // Loser!
jump @TRIA_22678 

:TRIA_16926
jump @TRIA_17226 

:TRIA_16933
if 
  782@ == 1 
else_jump @TRIA_17226 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
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~You have been disqualified for destroying your vehicle.
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($PLAYER_ACTOR)
else_jump @TRIA_17635 
if 
  782@ == 0 
else_jump @TRIA_17468 
902@(941@,12i) = Actor.MissionCar($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~You have been disqualified from the race.
jump @TRIA_22678 
return 

:TRIA_17561
09C1: add_next_text_to_brief_history 0 
if 
  764@ == 1 
else_jump @TRIA_17609 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
jump @TRIA_17628 

:TRIA_17609
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_17628
jump @TRIA_17928 

:TRIA_17635
if 
  782@ == 1 
else_jump @TRIA_17928 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
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($PLAYER_ACTOR)
else_jump @TRIA_18305 
if 
  782@ == 0 
else_jump @TRIA_18138 
902@(941@,12i) = Actor.MissionCar($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~You have been disqualified from the race.
jump @TRIA_22678 
return 

:TRIA_18231
09C1: add_next_text_to_brief_history 0 
if 
  764@ == 1 
else_jump @TRIA_18279 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
jump @TRIA_18298 

:TRIA_18279
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_18298
jump @TRIA_18598 

:TRIA_18305
if 
  782@ == 1 
else_jump @TRIA_18598 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
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'  // ST

:TRIA_18741
if 
  942@ == 2 
else_jump @TRIA_18776 
033E: set_draw_text_position 35@ 47@ GXT 'ND'  // ND

:TRIA_18776
if 
  942@ == 3 
else_jump @TRIA_18811 
033E: set_draw_text_position 35@ 47@ GXT 'RD'  // RD

:TRIA_18811
if 
  942@ > 3 
else_jump @TRIA_18846 
033E: set_draw_text_position 35@ 47@ GXT 'TH'  // 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: set_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: set_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 0.61
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_llshadow 2 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 // @ == $ (int) 
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  // Loser!
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'  // Run into the Water and swim
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'  // Get on the bicycle to continue the race
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'  // Get off the bicycle and run to checkpoint to continue the race
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: set_car 902@(941@,12i) watertight 1 

:TRIA_21570
if 
  927@(759@,12i) == 22 
else_jump @TRIA_21623 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_21623 
039C: set_car 902@(941@,12i) watertight 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 time -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 time -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 time -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 time -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 time -2 stop_radius 8.0 following_paths 

:TRIA_22664
jump @TRIA_16445 

:TRIA_22671
jump @TRIA_16445 

:TRIA_22678
00BA: show_text_styled GXT 'RACEFA' time 5000 style 1  // ~r~You failed to win the race!
return 

:TRIA_22696
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
00BA: show_text_styled GXT 'RACES18' time 5000 style 1  // Winner!
if 
  $MISSION_BEATTHECOCK_TYPE == 1 
else_jump @TRIA_22766 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 10000 time 5000 flag 2  // You have been awarded with $~1~
Player.Money($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  // You have been awarded with $~1~
Player.Money($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 30---------------
// Originally: Just Business

: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 // == constant 
else_jump @BCOUR_109 
if 
  $MISSION_COURIER_LS_PASSED == 0 
else_jump @BCOUR_109 
increment_mission_attempts 

:BCOUR_109
if 
04A4:   872@ == 3 // == constant 
else_jump @BCOUR_147 
if 
  $MISSION_COURIER_LV_PASSED == 0 
else_jump @BCOUR_147 
increment_mission_attempts 

:BCOUR_147
if 
04A4:   872@ == 2 // == constant 
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@ = -2611.988 
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@ = -2533.884 
150@ = 987.9146 
180@ = 77.3017 
473@ = 1346.019 
503@ = -1741.78 
533@ = 12.397 
193@ = 1286.769 
223@ = -1676.166 
253@ = 12.5625 
194@ = 1544.063 
224@ = -1675.754 
254@ = 12.56 
195@ = 1320.096 
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@ = 1256.512 
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@ = 1320.096 
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@ = 2740.56 
236@ = -2103.442 
266@ = 11.1221 
207@ = 1346.455 
237@ = -989.3849 
267@ = 28.0294 
208@ = 150.4926 
238@ = -1945.384 
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@ = 2159.832 
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@ = 2159.832 
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($PLAYER_ACTOR)
else_jump @BCOUR_2492 
36@ = Actor.MissionCar($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:   is_keyboard_key_pressed 87 
else_jump @BCOUR_2656 
$8264 += 60000 

:BCOUR_2656
if 
0735:   is_keyboard_key_pressed 81 
else_jump @BCOUR_2681 
$8264 -= 45000 

:BCOUR_2681
if 
0735:   is_keyboard_key_pressed 80 
else_jump @BCOUR_2703 
Player.WantedLevel($PLAYER_CHAR) = 2

:BCOUR_2703
if 
0735:   is_keyboard_key_pressed 79 
else_jump @BCOUR_2725 
Player.WantedLevel($PLAYER_CHAR) = 0

:BCOUR_2725
if 
0735:   is_keyboard_key_pressed 88 
else_jump @BCOUR_2765 
if 
  881@ == 0 
else_jump @BCOUR_2765 
881@ = 1 

:BCOUR_2765
if 
0735:   is_keyboard_key_pressed 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~You don't have enough items available to fulfill the delivery quota of this run!
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~Delivery run over.
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 type 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: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!
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~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.

:BCOUR_3408
if 
  10 > 746@ 
else_jump @BCOUR_3442 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

: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: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!

: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~Delivery run over.
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~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

: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 time 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~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.

:BCOUR_4669
753@ = 0 
37@ = Object.Create(#KMB_PACKET, -2458.248, -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 "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
748@ = 99 

:BCOUR_4823
if 
  746@ == 0 
else_jump @BCOUR_5065 
0842: 872@ = player $PLAYER_CHAR town_number 
if 
04A4:   872@ == 1 // == constant 
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 // == constant 
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 // == constant 
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~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
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'  // Hold ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~ and press ~k~~PED_FIREWEAPON~ to launch an item to the left or right. Drive over the last unsuccessfully thrown item to reclaim it.

: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 // == constant 
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 // == constant 
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 // == constant 
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  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

: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 // == constant 
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 // == constant 
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 // == constant 
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  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

: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 // == constant 
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 // == constant 
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 // == constant 
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  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

: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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
else_jump @BCOUR_7922 
$8264 = 600000 

:BCOUR_7922
if 
04A4:   872@ == 2 // == constant 
else_jump @BCOUR_7950 
$8264 = 420000 

:BCOUR_7950
if 
04A4:   872@ == 3 // == constant 
else_jump @BCOUR_7978 
$8264 = 480000 

:BCOUR_7978
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

: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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
746@ = 10 
jump @BCOUR_8921 

:BCOUR_8905
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_8921
744@ += 1 
jump @BCOUR_8654 

:BCOUR_8935
if 
04A4:   872@ == 1 // == constant 
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~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
746@ = 10 
jump @BCOUR_9220 

:BCOUR_9204
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9220
744@ += 1 
jump @BCOUR_8953 

:BCOUR_9234
if 
04A4:   872@ == 3 // == constant 
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~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
746@ = 10 
jump @BCOUR_9519 

:BCOUR_9503
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

: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~Out of time!
014F: stop_timer $8264 
jump @BCOUR_14327 

:BCOUR_9702
if 
  746@ == 10 
else_jump @BCOUR_9859 
746@ = 20 
if 
04A4:   872@ == 2 // == constant 
else_jump @BCOUR_9771 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_9771
if 
04A4:   872@ == 1 // == constant 
else_jump @BCOUR_9815 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_9815
if 
04A4:   872@ == 3 // == constant 
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 are_text_boxes_locked_to_any_thread 
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 // == constant 
else_jump @BCOUR_10086 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_10086
if 
04A4:   872@ == 3 // == constant 
else_jump @BCOUR_10130 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_10130
if 
04A4:   872@ == 1 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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  // Good job! Let's work out your cut of the profits!
if 
04A4:   872@ == 1 // == constant 
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 Santos
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 761@ // (int) 

:BCOUR_10738
if 
04A4:   872@ == 3 // == constant 
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 Venturas
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 762@ // (int) 

:BCOUR_10816
if 
04A4:   872@ == 2 // == constant 
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 Fierro
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'  // Payment: // Time Left // Items Spare // Total Cash
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($PLAYER_ACTOR, 36@)
else_jump @BCOUR_12009 
08DA: remove_panel 863@ 
868@ = 0 
if 
04A4:   872@ == 2 // == constant 
else_jump @BCOUR_11638 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
  760@ == 1 
else_jump @BCOUR_11524 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 2 

:BCOUR_11524
if 
  760@ == 2 
else_jump @BCOUR_11565 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 3 

:BCOUR_11565
if 
  760@ == 3 
else_jump @BCOUR_11606 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 4 

:BCOUR_11606
if 
  760@ == 4 
else_jump @BCOUR_11638 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_11638
if 
04A4:   872@ == 1 // == constant 
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~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 2 

:BCOUR_11706
if 
  761@ == 2 
else_jump @BCOUR_11747 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 3 

:BCOUR_11747
if 
  761@ == 3 
else_jump @BCOUR_11788 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 4 

:BCOUR_11788
if 
  761@ == 4 
else_jump @BCOUR_11820 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_11820
if 
04A4:   872@ == 3 // == constant 
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~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 2 

:BCOUR_11888
if 
  762@ == 2 
else_jump @BCOUR_11929 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 3 

:BCOUR_11929
if 
  762@ == 3 
else_jump @BCOUR_11970 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
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 sphere 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 // == constant 
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 // == constant 
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 // == constant 
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 type 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@ = cosine 794@ // (float) 
02F6: 796@ = sine 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 // == constant 
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 // == constant 
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 // == constant 
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 type 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@ = cosine 794@ // (float) 
02F6: 796@ = sine 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 // == constant 
else_jump @BCOUR_14624 
if 
  760@ == 0 
else_jump @BCOUR_14386 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14386
if 
  760@ == 1 
else_jump @BCOUR_14420 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14420
if 
  760@ == 2 
else_jump @BCOUR_14454 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14454
if 
  760@ == 3 
else_jump @BCOUR_14488 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14488
if 
  760@ == 4 
else_jump @BCOUR_14522 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14522
if 
  760@ == 5 
else_jump @BCOUR_14556 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14556
if 
  760@ == 6 
else_jump @BCOUR_14590 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14590
if 
  760@ == 7 
else_jump @BCOUR_14624 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14624
if 
04A4:   872@ == 3 // == constant 
else_jump @BCOUR_14914 
if 
  762@ == 0 
else_jump @BCOUR_14676 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14676
if 
  762@ == 1 
else_jump @BCOUR_14710 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14710
if 
  762@ == 2 
else_jump @BCOUR_14744 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14744
if 
  762@ == 3 
else_jump @BCOUR_14778 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14778
if 
  762@ == 4 
else_jump @BCOUR_14812 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14812
if 
  762@ == 5 
else_jump @BCOUR_14846 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14846
if 
  762@ == 6 
else_jump @BCOUR_14880 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14880
if 
  762@ == 7 
else_jump @BCOUR_14914 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14914
if 
04A4:   872@ == 1 // == constant 
else_jump @BCOUR_15204 
if 
  761@ == 0 
else_jump @BCOUR_14966 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14966
if 
  761@ == 1 
else_jump @BCOUR_15000 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_15000
if 
  761@ == 2 
else_jump @BCOUR_15034 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_15034
if 
  761@ == 3 
else_jump @BCOUR_15068 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_15068
if 
  761@ == 4 
else_jump @BCOUR_15102 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_15102
if 
  761@ == 5 
else_jump @BCOUR_15136 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_15136
if 
  761@ == 6 
else_jump @BCOUR_15170 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_15170
if 
  761@ == 7 
else_jump @BCOUR_15204 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_15204
return 

:BCOUR_15206
040D: unload_wav 3 
if 
04A4:   872@ == 3 // == constant 
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  // Asset acquired!
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  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_15540
if 
fading 
else_jump @BCOUR_15564 
wait 0 
jump @BCOUR_15540 

:BCOUR_15564
if 
04A4:   872@ == 1 // == constant 
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  // Asset acquired!
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  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_15894
if 
fading 
else_jump @BCOUR_15918 
wait 0 
jump @BCOUR_15894 

:BCOUR_15918
if 
04A4:   872@ == 2 // == constant 
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  // Asset acquired!
wait 5000 
Camera.SetPosition(-2598.9, 59.0635, 4.8343, 0.0, 0.0, 0.0)
Camera.PointAt(-2597.904, 59.0525, 4.7405, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1997 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
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 31---------------
// Originally: Life's a Beach

: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: disable_text_with_style 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@ = -2447.402 
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@ = -2491.228 
234@ = -2034.597 
354@ = 150.1413 
474@ = 225.1505 
115@ = -2428.644 
235@ = -2088.887 
355@ = 121.97 
475@ = 243.2365 
116@ = -2322.058 
236@ = -2097.64 
356@ = 114.0331 
476@ = 292.4177 
117@ = -2218.131 
237@ = -2047.088 
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@ = -2162.364 
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 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 51 // = constant 
04AF: 704@ = 52 // = constant 
04AF: 705@ = 23 // = constant 
04AF: 706@ = 51 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
04AF: 710@ = 510 // = constant 
04AF: 711@ = 510 // = constant 
04AF: 712@ = 510 // = constant 
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@ = -1455.148 
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 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 51 // = constant 
04AF: 704@ = 52 // = constant 
04AF: 705@ = 23 // = constant 
04AF: 706@ = 51 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
04AF: 710@ = 510 // = constant 
04AF: 711@ = 510 // = constant 
04AF: 712@ = 510 // = constant 
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 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 23 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
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 sphere 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 unk_place_on_road_properly 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: set_car 732@(644@,6i) watertight 1 
03AB: set_car 732@(644@,6i) strong 1 
03ED: set_car 732@(644@,6i) disable_flipped_explosion_when_empty 1 
04E0: car 732@(644@,6i) abandon_path_radius 5 
053F: set_car 732@(644@,6i) tires_vulnerability 0 
738@(644@,6i) = Actor.CreateAsDriver(CivMale, 701@(644@,6i), 732@(644@,6i))
054E: clear_actor 738@(644@,6i) damage 
Model.Destroy(701@(644@,6i))
054A: set_actor 738@(644@,6i) can_be_shot_in_a_car 0 
060B: set_actor 738@(644@,6i) decision_maker_to 669@ 
0A21: set_car 732@(644@,6i) not_affected_by_cheats 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($PLAYER_ACTOR)
else_jump @MTBIKER_6266 
732@(757@,6i) = Actor.MissionCar($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~You have been disqualified from the race.
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  // GO!
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 // @ == $ (int) 
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~You have been disqualified from the race.
jump @MTBIKER_14393 

:MTBIKER_7348
if 
  756@ == 8 
else_jump @MTBIKER_9093 
if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
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) sphere 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) sphere 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 
774@ = Actor.CurrentCar(738@(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_8524
if 
   Actor.Driving(738@(644@,6i))
else_jump @MTBIKER_8575 
0085: 647@ = 745@(757@,10i) // (int) 
647@ += 5 
774@ = Actor.CurrentCar(738@(644@,6i))

: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 
774@ = Actor.CurrentCar(738@(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 
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 // @ == $ (int) 
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~You have been disqualified from the race.
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 // @ == $ (int) 
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 // @ == $ (int) 
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~You have been disqualified from the race.
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~You have been disqualified for leaving your vehicle.
jump @MTBIKER_14393 
return 

:MTBIKER_10394
if 
  649@ == 1 
else_jump @MTBIKER_10442 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 649@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
jump @MTBIKER_10465 

:MTBIKER_10442
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES50' number 649@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:MTBIKER_10465
if 
003B:   745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_11043 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
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  // New Best Time ~1~:~1~
jump @MTBIKER_10708 

:MTBIKER_10686
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~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  // Best Time: ~1~:~1~
jump @MTBIKER_10858 

:MTBIKER_10836
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~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~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
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~You have been disqualified for destroying your vehicle.
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'  // ST

:MTBIKER_11919
if 
  758@ == 2 
else_jump @MTBIKER_11954 
033E: set_draw_text_position 35@ 42@ GXT 'ND'  // ND

:MTBIKER_11954
if 
  758@ == 3 
else_jump @MTBIKER_11989 
033E: set_draw_text_position 35@ 42@ GXT 'RD'  // RD

:MTBIKER_11989
if 
  758@ > 3 
else_jump @MTBIKER_12024 
033E: set_draw_text_position 35@ 42@ GXT 'TH'  // 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: set_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: set_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 // @ == $ (int) 
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 // @ == $ (int) 
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  // New Best Time ~1~:~1~
jump @MTBIKER_12800 

:MTBIKER_12778
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~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  // Best Time: ~1~:~1~
jump @MTBIKER_12950 

:MTBIKER_12928
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~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 // @ == $ (int) 
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 0.61
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 
 enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
return 

:MTBIKER_14393
00BA: show_text_styled GXT 'RACES_8' time 5000 style 1  // Loser!
return 

:MTBIKER_14411
008B: 646@ = $1799 // (int) 
646@ += 1 
646@ *= 10000 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1799 == 1 
else_jump @MTBIKER_14505 
00BA: show_text_styled GXT 'RACES18' time 500 style 1  // Winner!
Player.Money($PLAYER_CHAR) += 500
00BC: show_text_highpriority GXT 'MTWIN1' time 5000 flag 1  // You won! The 'Birdseye Winder' race is now available
0394: play_music 1 

:MTBIKER_14505
if 
  $1799 == 2 
else_jump @MTBIKER_14567 
00BC: show_text_highpriority GXT 'MTWIN2' time 5000 flag 1  // You won! The 'Cobra Run' race is now available
00BA: show_text_styled GXT 'RACES18' time 1000 style 1  // Winner!
Player.Money($PLAYER_CHAR) += 1000
0394: play_music 1 

:MTBIKER_14567
if 
  $1799 == 3 
else_jump @MTBIKER_14629 
00BA: show_text_styled GXT 'RACES18' time 2000 style 1  // Winner!
Player.Money($PLAYER_CHAR) += 2000
00BC: show_text_highpriority GXT 'MTWIN3' time 5000 flag 1  // You have completed all routes for 'The Chiliad Challange'
0394: play_music 1 

: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 32---------------
// Originally: Madd Dogg's Rhymes

: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.MissionCar($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~Collect all of the ~r~checkpoints~s~ before the time runs out.
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  // TIME LEFT
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  // TIME LEFT
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~You have ~1~ seconds to return to your ~b~vehicle~s~.
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~ seconds
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~You left your vehicle.
jump @STUNT_1602 

:STUNT_1427
if 
  123@ == 1 
else_jump @STUNT_1475 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_8' number 123@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle~s~.
jump @STUNT_1498 

:STUNT_1475
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_1' number 123@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.

:STUNT_1498
jump @STUNT_1528 

:STUNT_1505
00BC: show_text_highpriority GXT 'STUNT_5' time 5000 flag 1  // ~r~You destroyed your vehicle!
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~You ran out of time!
jump @STUNT_1602 

:STUNT_1595
jump @STUNT_355 

:STUNT_1602
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
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 1 
$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 1 
$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 PASSED!~n~~w~NEW BEST TIME ~1~:0~1~
jump @STUNT_1938 

:STUNT_1916
036D: show_text_2numbers_styled GXT 'STUNTPN' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~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 PASSED!~n~~w~TIME ~1~:0~1~
jump @STUNT_2026 

:STUNT_2004
036D: show_text_2numbers_styled GXT 'STUNTPT' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:~1~

:STUNT_2026
return 

:STUNT_2028
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
03D5: remove_text 'STUNT_3'  // ~s~+~1~ seconds
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@ = 1949.502 
158@ = -1411.546 
178@ = 15.1837 
139@ = 1867.153 
159@ = -1410.006 
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@ = -1684.866 
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 

//-------------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: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // == constant 
else_jump @PLCHUTE_729 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
15@ = 1 
1@ = Actor.Angle($PLAYER_ACTOR)
0@ = 3 

:PLCHUTE_729
if 
  0@ == 3 
else_jump @PLCHUTE_2386 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // == constant 
else_jump @PLCHUTE_815 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 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~Open your parachute!

:PLCHUTE_912
0494: get_joystick 0 direction_offset_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 "PED" framedelta 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 "PED" framedelta 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 = sine 1@ // (float) 
02F7: $1508 = cosine 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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_actor $PLAYER_ACTOR die 

: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 direction_offset_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 = sine 1@ // (float) 
02F7: $1508 = cosine 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 = sine 1@ // (float) 
02F7: $1508 = cosine 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 "PARACHUTE" framedelta 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 "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 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 "PED" framedelta 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 // @ == $ (int) 
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@ XYZ_rotation 90.0 90.0 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 // @ == $ (int) 
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 = sine $8301 // (float) 
0069: $8303 *= $8300 // (float) 
$8303 *= -1.0 
02F7: $8304 = cosine $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 // @ == $ (int) 
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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 // @ == $ (int) 
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 // @ == $ (int) 
else_jump @PARACH_2413 
0494: get_joystick 0 direction_offset_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 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 // @ == $ (int) 
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 "PARACHUTE" framedelta 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 // @ == $ (int) 
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 "PARACHUTE" framedelta 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 // @ == $ (int) 
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 // @ == $ (int) 
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 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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 "PARACHUTE" framedelta 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 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float) 
$8284 = 0 
$8285 = 0 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_3706 
0494: get_joystick 0 direction_offset_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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 "PARACHUTE" framedelta 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 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 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 "PARACHUTE" framedelta 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 // @ == $ (int) 
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 // @ == $ (int) 
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 "PARACHUTE" framedelta 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 // @ == $ (int) 
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 "PARACHUTE" framedelta 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 // @ == $ (int) 
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 = cosine $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 // @ == $ (int) 
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_75 
jump @BCESAR2_6156 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS >= 10 
else_jump @BCESAR2_75 
jump @BCESAR2_6156 

:BCESAR2_75
gosub @ENTEXT_214 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @BCESAR2_107 
jump @BCESAR2_6156 

: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(#MAC10)
Model.Load(#CELLPHONE)

:BCESAR2_581
if or
   not Model.Available(#FAM3)
   not Model.Available(#PATRIOT)
   not Model.Available(#MAC10)
   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 
25@ = Actor.CreateAsDriver(CivMale, #FAM3, 26@)
0446: set_actor 25@ dismemberment_possible 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 unk_place_on_road_properly 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 
28@ = Actor.CreateAsPassenger(CivMale, #FAM3, 26@, 0)
Actor.GiveWeaponAndAmmo(28@, MicroUzi, 16000)
01B9: set_actor 28@ armed_weapon_to 28 
Actor.WeaponAccuracy(28@) = 90
if 
  $BCESAR2_TIMES_PASSED > 1 
else_jump @BCESAR2_978 
29@ = Actor.CreateAsPassenger(CivMale, #FAM3, 26@, 1)
Actor.GiveWeaponAndAmmo(29@, MicroUzi, 16000)
01B9: set_actor 29@ armed_weapon_to 28 
Actor.WeaponAccuracy(29@) = 90
if 
  $BCESAR2_TIMES_PASSED > 2 
else_jump @BCESAR2_978 
30@ = Actor.CreateAsPassenger(CivMale, #FAM3, 26@, 2)
Actor.GiveWeaponAndAmmo(30@, MicroUzi, 16000)
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$8347[1] = 'MCES07A' // s$  // ~z~'Sup.
05A9: s$8347[2] = 'MCES07B' // s$  // ~z~The cash is leaving Los Santos again.
05A9: s$8347[3] = 'MCES07C' // s$  // ~z~OK, I'm on it!
05A9: s$8347[4] = 'MCES06A' // s$  // ~z~Hey Cesar. Whattup?
05A9: s$8347[5] = 'MCES06B' // s$  // ~z~I got the low-down on Smoke's yay!
05A9: s$8347[6] = 'MCES06C' // s$  // ~z~Word is, every Monday and Friday the cash leaves Los Santos for San Fierro.
05A9: s$8347[7] = 'MCES06D' // s$  // ~z~Then every Wednesday and Saturday a courier takes the yay back to Big Smoke.
05A9: s$8347[8] = 'MCES06E' // s$  // ~z~OK, I'll keep an eye out for them.
05A9: s$8347[9] = 'MCES06F' // s$  // ~z~See if I can't spoil their little party.
05A9: s$8347[10] = 'MCES06G' // s$  // ~z~A'ight man.
05A9: s$8347[11] = 'MCES07D' // s$  // ~z~Gonna have to let this one slide, man, got too much shit on my plate.
04AE: $8371[1] = 25280 // = constant 
04AE: $8371[2] = 25281 // = constant 
04AE: $8371[3] = 25282 // = constant 
04AE: $8371[4] = 25273 // = constant 
04AE: $8371[5] = 25274 // = constant 
04AE: $8371[6] = 25275 // = constant 
04AE: $8371[7] = 25276 // = constant 
04AE: $8371[8] = 25277 // = constant 
04AE: $8371[9] = 25278 // = constant 
04AE: $8371[10] = 25279 // = constant 
04AE: $8371[11] = 25283 // = constant 
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 @ENTEXT_214 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @BCESAR2_1822 
jump @BCESAR2_6156 

: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'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~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: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // == constant 
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_6156 

: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:   is_keyboard_key_just_pressed 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($PLAYER_ACTOR)
else_jump @BCESAR2_3677 
22@ = Actor.CurrentCar($PLAYER_ACTOR)
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($PLAYER_CHAR)
else_jump @BCESAR2_5285 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_5278 
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~Ram the ~r~courier ~s~to get the cash.
4@ = 1 

:BCESAR2_3833
if 
   Car.Wrecked(26@)
else_jump @BCESAR2_3856 
jump @BCESAR2_6156 

:BCESAR2_3856
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_4174 
if 
   not Actor.Dead(28@)
else_jump @BCESAR2_3962 
062E: get_actor 28@ task 1811 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: get_actor 29@ task 1811 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // == constant 
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: get_actor 30@ task 1811 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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_5278 
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_6156 

: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_5085 

: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_5085 
10@ = 0 
jump @BCESAR2_5085 
if 
82CA:   not car 26@ bounding_sphere_visible 
else_jump @BCESAR2_5085 
jump @BCESAR2_6156 

:BCESAR2_5085
062E: get_actor 25@ task 1489 status_store_to 8@ // ret 7 if not found 
if 
04A4:   8@ == 7 // == constant 
else_jump @BCESAR2_5278 
if 
  $8311 == 0 
else_jump @BCESAR2_5177 
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_5278 

:BCESAR2_5177
if 
  $8311 == 1 
else_jump @BCESAR2_5240 
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_5278 

:BCESAR2_5240
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_5278
jump @BCESAR2_5292 

:BCESAR2_5285
jump @BCESAR2_6156 

:BCESAR2_5292
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_5773 
01BD: 13@ = current_time_in_ms 
0085: 14@ = 13@ // (int) 
0062: 14@ -= 12@ // (int) 
20@ = Car.Health(26@)
if 
  14@ > 1000 
else_jump @BCESAR2_5773 
if 
001D:   19@ > 20@ // (int) 
else_jump @BCESAR2_5773 
if 
  $8322(1@,6i) == 0 
else_jump @BCESAR2_5765 
if 
0685:   object $8316(1@,6i) attached 
else_jump @BCESAR2_5765 
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_5765 
if or
81F4:   not car 26@ flipped 
82BF:   not car 26@ sunk 
else_jump @BCESAR2_5765 
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_5676 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR2_5676 
if 
   not Car.Wrecked(22@)
else_jump @BCESAR2_5676 
050E: set_object $8316(1@,6i) no_collision_with_car 22@ 

:BCESAR2_5676
01BD: 12@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'BCE2_03' time 5000 flag 1  // ~s~Pick up the ~g~cash~s~.
$8322(1@,6i) = 2 
if 
  1@ > 0 
else_jump @BCESAR2_5740 
1@ -= 1 
jump @BCESAR2_5765 

:BCESAR2_5740
if 
  3@ == 6 
else_jump @BCESAR2_5765 
jump @BCESAR2_6156 

:BCESAR2_5765
0085: 19@ = 20@ // (int) 

:BCESAR2_5773
if 
  1@ == 0 
else_jump @BCESAR2_5816 
if 
  3@ == 6 
else_jump @BCESAR2_5816 
jump @BCESAR2_6156 

:BCESAR2_5816
2@ = 0 

:BCESAR2_5823
if 
   not 2@ == 6 
else_jump @BCESAR2_6149 
wait 0 
if 
  $8322(2@,6i) == 2 
else_jump @BCESAR2_6135 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_6135 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_6135 
Actor.StorePos($PLAYER_ACTOR, 16@, 17@, 18@)
if 
03CA:   object $8316(2@,6i) exists 
else_jump @BCESAR2_6039 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 3.0 3.0 3.0 sphere 0 
else_jump @BCESAR2_6039 
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_6039
if 
03CA:   object $8316(2@,6i) exists 
else_jump @BCESAR2_6135 
if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 75.0 75.0 75.0 sphere 0 
else_jump @BCESAR2_6135 
Marker.Disable($8305(2@,6i))
Object.Destroy($8316(2@,6i))
$8322(2@,6i) = 3 
3@ += 1 

:BCESAR2_6135
2@ += 1 
jump @BCESAR2_5823 

:BCESAR2_6149
jump @BCESAR2_3531 

:BCESAR2_6156
if 
  $2204 == 1 
else_jump @BCESAR2_6216 
01E3: show_text_1number_styled GXT 'BCE2_04' number 21@ time 7500 style 5  // You stole $~1~ from the courier.
00BC: show_text_highpriority GXT 'BCE2_05' time 7500 flag 1  // ~s~You can try again every Monday and Friday.
$BCESAR2_TIMES_PASSED += 1 

:BCESAR2_6216
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(#MAC10)
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_6386 
if 
  $BCESAR2_PASSED_ONCE == 0 
else_jump @BCESAR2_6386 
0595: mission_complete 
$BCESAR2_PASSED_ONCE = 1 

:BCESAR2_6386
$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_184 
jump @COKEC_5527 
16@ = 1 
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 firing_weapon 
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 @ENTEXT_214 
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:   is_keyboard_key_just_pressed 98 
else_jump @COKEC_497 
jump @COKEC_5527 

:COKEC_497
if 
0736:   is_keyboard_key_just_pressed 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(#CZ75)
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(#CZ75)
   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 @ENTEXT_214 
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'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~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$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08A' // s$  // ~z~Hey, Cesar.
04AE: $ACTOR_SPEECH_WAV_FILE = 25285 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
jump @COKEC_1551 

:COKEC_1264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08B' // s$  // ~z~The yay leaving San Fierro, right?
04AE: $ACTOR_SPEECH_WAV_FILE = 25286 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1551 

:COKEC_1312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08C' // s$  // ~z~Right. But they're using bikes, CJ, and they go cross country!
04AE: $ACTOR_SPEECH_WAV_FILE = 25287 // = constant 
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' // s$  // ~z~OK, I'm gonna see what I can dig up.
04AE: $ACTOR_SPEECH_WAV_FILE = 25288 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1473 

:COKEC_1432
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE2N' // s$  // ~z~Not right now, I gotta check into some shit.
04AE: $ACTOR_SPEECH_WAV_FILE = 21447 // = constant 
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: AS_actor 18@ unknown_toggle_ped_threat_scanner 0 0 1 
Actor.GiveWeaponAndAmmo(18@, Pistol, 99999)
Actor.SetMaxHealth(18@, 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 unk_place_on_road_properly 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(#CZ75)
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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 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~You've lost the ~r~courier~s~.
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 store_to 20@ 
064C: make_particle 20@ visible 

:COKEC_3184
00BB: show_text_lowpriority GXT 'BCR3_04' time 5000 flag 1  // ~s~The ~r~courier~s~ is losing stuff, kill him before it's all lost.
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~Pick up the ~g~stuff~s~.
$8394 = 0 
32@ = 0 
1@ += 1 

:COKEC_3554
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @COKEC_3590 
if 
   not Actor.Dead(18@)
else_jump @COKEC_3590 
05BE: AS_actor 18@ die 

: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 sphere 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 sphere 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~All the stuff was lost during the chase!

: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: get_actor 18@ task 1489 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 18@ task 1490 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
84A4:   not  2@ == 7 // == constant 
else_jump @COKEC_5232 
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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~You can try again every Wednesday and Saturday.

:COKEC_5662
01E3: show_text_1number_styled GXT 'BCE2_04' number 23@ time 7500 style 5  // You stole $~1~ from the courier.

: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(#CZ75)
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:   is_keyboard_key_just_pressed 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: printint "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6122
if 
0736:   is_keyboard_key_just_pressed 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: printint "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6193
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @COKEC_6223 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6223
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @COKEC_6253 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6253
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @COKEC_6283 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6283
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @COKEC_6313 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6313
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @COKEC_6343 
$Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6343
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @COKEC_6373 
$Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6373
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @COKEC_6402 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6402
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @COKEC_6431 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6431
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @COKEC_6460 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6460
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @COKEC_6489 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6489
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @COKEC_7511 
03A9: save_newline_to_debug_file 
05B6: 91 // ] = 
03A7: save_int_to_debug_file $BCE_CHECKPOINTS_INDEX 
03A9: save_newline_to_debug_file 
2@ = 0 

:COKEC_6651
if 
  85 > 2@ 
else_jump @COKEC_7511 
05B6: 92 // CHECKPOINTS_Z[
03A7: save_int_to_debug_file 2@ 
05B6: 93 // ] = 
03A8: save_float_to_debug_file $X_BCE2_CHECKPOINTS(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 94 // DEST_LOOK_XYZ = 
03A7: save_int_to_debug_file 2@ 
05B6: 95 // AVAILABLE PEDS
03A8: save_float_to_debug_file $Y_BCE2_CHECKPOINTS(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 96 // MISSION PED 
03A7: save_int_to_debug_file 2@ 
05B6: 97 //  = 
03A8: save_float_to_debug_file $Z_BCE2_CHECKPOINTS(2@,85f) 
03A9: save_newline_to_debug_file 
2@ += 1 
jump @COKEC_6651 

:COKEC_7511
if 
0736:   is_keyboard_key_just_pressed 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~ Use Slot Machine $~1~
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 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_textures 
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 are_text_boxes_locked_to_any_thread 
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: allow_other_threads_to_display_text_boxes 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_textures 
13@ = 0 

:BANDIT_1283
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
4@ = 1 

:BANDIT_1299
jump @BANDIT_1349 

:BANDIT_1306
if 
  13@ == 1 
else_jump @BANDIT_1333 
0391: release_textures 
13@ = 0 

:BANDIT_1333
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 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 can_enter_exit_vehicles 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@ += frame_delta_time * 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@ += frame_delta_time * 1.1 // (float) 
if 
  11@ > 10.0 
else_jump @BANDIT_1723 
11@ = 10.0 

:BANDIT_1723
0079: 12@ += frame_delta_time * 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) += frame_delta_time * 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) XYZ_rotation 7@($3400,3f) 0.0 $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) -= frame_delta_time * 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) += frame_delta_time * 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) XYZ_rotation 7@($3400,3f) 0.0 $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: allow_other_threads_to_display_text_boxes 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 can_enter_exit_vehicles 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_textures 
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: printstring "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 // = constant 
jump @ROULETE_815 

:ROULETE_807
04AF: 23@ = 172 // = constant 

: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 sphere 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 sphere 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~ Play Roulette~n~Max Wager $100

:ROULETE_1459
if 
  17@ == 20 
else_jump @ROULETE_1488 
0512: show_permanent_text_box 'SLOT_07'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $1,000

:ROULETE_1488
if 
  17@ == 200 
else_jump @ROULETE_1518 
0512: show_permanent_text_box 'SLOT_08'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $10,000

:ROULETE_1518
if 
  17@ == 2000 
else_jump @ROULETE_1548 
0512: show_permanent_text_box 'SLOT_09'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $100,000

:ROULETE_1548
if 
  17@ == 20000 
else_jump @ROULETE_1578 
0512: show_permanent_text_box 'SLOT_10'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $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 sphere 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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_1967 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_1949 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_1967 

:ROULETE_1949
09D6: unknown_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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2113 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_2095 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2113 

:ROULETE_2095
09D6: unknown_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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2259 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_2241 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2259 

:ROULETE_2241
09D6: unknown_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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2406 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_2388 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2406 

:ROULETE_2388
09D6: unknown_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 // == constant 
else_jump @ROULETE_2765 
09D6: unknown_set_actor 26@ sound $3828($3400,2i) flags 1 1 0 
jump @ROULETE_2783 

:ROULETE_2765
09D6: unknown_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: allow_other_threads_to_display_text_boxes 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: set_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  // Wager
gosub @ROULETE_18193 
0340: set_text_draw_RGBA 134 155 184 255 
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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 Wager
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'  // Total Wager
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'  // Payout
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'  // This Wager
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'  // Use the movement controls to select spot.~n~~k~~PED_JUMPING~ Increase Wager~n~~k~~PED_FIREWEAPON~ Decrease Wager~n~~k~~PED_SPRINT~ Spin Wheel~n~~k~~VEHICLE_ENTER_EXIT~ Exit
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 // == constant 
else_jump @ROULETE_4088 
09D6: unknown_set_actor 26@ sound $3811($3400,3i) flags 1 1 0 
jump @ROULETE_4106 

:ROULETE_4088
09D6: unknown_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 // == constant 
else_jump @ROULETE_4369 
09D6: unknown_set_actor 26@ sound $3826($3400,2i) flags 1 1 0 
jump @ROULETE_4387 

:ROULETE_4369
09D6: unknown_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_textures 
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: allow_other_threads_to_display_text_boxes 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@ += frame_delta_time * 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@ -= frame_delta_time * 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 // == constant 
else_jump @ROULETE_4771 
09D6: unknown_set_actor 26@ sound $3830(18@,37i) flags 1 1 0 
jump @ROULETE_4789 

:ROULETE_4771
09D6: unknown_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~ Continue
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: set_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~NO WIN!
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: set_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 $3396  // WINNER!~n~~w~$~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: set_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 $3396  // ~r~LOSER!~n~~w~-$~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 // == constant 
else_jump @ROULETE_5383 
09D6: unknown_set_actor 26@ sound $3820($3400,6i) flags 1 1 0 
jump @ROULETE_5401 

:ROULETE_5383
09D6: unknown_set_actor 26@ sound $3879($3400,6i) flags 1 1 0 

:ROULETE_5401
jump @ROULETE_5418 

:ROULETE_5408
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_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: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_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@ += frame_delta_time * 24@ // (float) 
0453: set_object 27@ XYZ_rotation 0.0 0.0 25@ 
0209: 18@ = random_int_in_ranges 0 37 

:ROULETE_5613
0494: get_joystick 0 direction_offset_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 // == constant 
else_jump @ROULETE_8306 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8324 

:ROULETE_8306
09D6: unknown_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 // == constant 
else_jump @ROULETE_8478 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8496 

:ROULETE_8478
09D6: unknown_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 // == constant 
else_jump @ROULETE_8648 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8666 

:ROULETE_8648
09D6: unknown_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 // == constant 
else_jump @ROULETE_8818 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8836 

:ROULETE_8818
09D6: unknown_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 // == constant 
else_jump @ROULETE_9232 
09D6: unknown_set_actor 26@ sound $3814($3400,3i) flags 1 1 0 
jump @ROULETE_9250 

:ROULETE_9232
09D6: unknown_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 
ctor 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 
 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  // You look a bit busy, why don't you come back later.

:OTB_MSC_448
jump @OTB_MSC_471 

:OTB_MSC_455
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

: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~ Use ITB Machine
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  // You look a bit busy, why don't you come back later.

: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  // You look a bit busy, why don't you come back later.

: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~ Use Videogame
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~ Buy Snack: $1
jump @VENDING_363 

:VENDING_343
03CF: load_wav 42600 as 4 
0512: show_permanent_text_box 'SLOT_05'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Drink: $1

:VENDING_363
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 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_walk_animation "VEND_EAT_P" IFP "VENDING" framedelta 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 can_enter_exit_vehicles 1 
1@ = 1 

:VENDING_1192
jump @VENDING_1210 

:VENDING_1199
04ED: load_animation "VENDING" 

:VENDING_1210
if 
  1@ == 3 
else_jump @VENDING_1324 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 can_enter_exit_vehicles 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 can_enter_exit_vehicles 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 can_enter_exit_vehicles 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 can_enter_exit_vehicles 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 is_object_moveable 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 $PLAYER_ACTOR near_object_in_rectangle 0@ radius 8.0 8.0 sphere 0 on_foot 
else_jump @FODVEND_742 
04ED: load_animation "VENDING" 
if 
04EE:   animation "VENDING" loaded 
else_jump @FODVEND_742 
if 
   Player.Money($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_walk_animation "VEND_EAT1_P" IFP "VENDING" framedelta 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 time 10000 

: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 $PLAYER_ACTOR near_object_in_rectangle 0@ radius 12.0 12.0 sphere 0 
else_jump @GATEOS_477 
if or
   Actor.DrivingVehicleType($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 angle $TEMPVAR_FLOAT_3 sphere 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 angle $TEMPVAR_FLOAT_3 sphere 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 collision_check 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 sphere 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 collision_check 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@ = sine 3@ // (float) 
02F7: 2@ = cosine 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@ = sine 3@ // (float) 
02F7: 2@ = cosine 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@ = sine 3@ // (float) 
02F7: 2@ = cosine 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@ = sine 3@ // (float) 
02F7: 2@ = cosine 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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
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  // You have worked out enough for today, come back tomorrow!

:GYMBIKE_1266
jump @GYMBIKE_1289 

:GYMBIKE_1273
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

: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 sphere 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@ dont_warp_gang 
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 "GYM_BIKE_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0512: show_permanent_text_box 'GYM1_60'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
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  // Bike
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'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 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  // Bike
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'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 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 "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
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  // power
04F7: status_text $GYM_GYMBIKE_LEVEL type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $GYM_GYMBIKE_DISTANCE type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
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'  // Press ~k~~PED_SPRINT~ rapidly to begin to pedal.
$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'  // To change the level press ~k~~CONVERSATION_NO~ or ~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@ -= frame_delta_time * 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 "GYM_BIKE_STILL" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
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 "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
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 "GYM_BIKE_FAST" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
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 "GYM_BIKE_FASTER" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
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: shake_player_controller 0 time 1 intensity 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 "GYM_BIKE_GETOFF" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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  // You have reached your limit for today, come back tomorrow!

: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: shake_player_controller 0 time 100 intensity $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@ = sine 4@ // (float) 
02F7: 2@ = cosine 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@ = sine 11@ // (float) 
02F7: 2@ = cosine 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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
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@ dont_warp_gang 
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  // You have worked out enough for today, come back tomorrow!

:GYMBENC_997
jump @GYMBENC_1020 

:GYMBENC_1004
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

: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 sphere 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 $PLAYER_ACTOR at 5@ 6@ 7@ dont_warp_gang 
Camera.SetPosition(12@, 13@, 14@, 0.0, 0.0, 0.0)
Actor.Angle($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'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
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  // Bench
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'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs
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  // Bench
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'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs

: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 "GYM_BP_GETON" IFP "BENCHPRESS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
$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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
$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 "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3017
if 
  $1823 > 18.0 
else_jump @GYMBENC_3104 
if 
  24.0 >= $1823 
else_jump @GYMBENC_3104 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3104
if 
  $1823 > 24.0 
else_jump @GYMBENC_3175 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3175
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8738 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
$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~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
$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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
$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@ -= frame_delta_time * $8736 // (float) 
$8762 *= 2.0 

:GYMBENC_3517
if 
  $1813 == 4 
else_jump @GYMBENC_3545 
007F: 18@ -= frame_delta_time * 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: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_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: shake_player_controller 0 time 200 intensity 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  // You have reached your limit for today, come back tomorrow!

: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: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $8745 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_DOWN" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
$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 "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_6307
if and
  $1823 > 24.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6383 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "GYM_BP_GETOFF" IFP "BENCHPRESS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

: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 "GYM_BP_CELEBRATE" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

: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@ = sine 11@ // (float) 
02F7: 13@ = cosine 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@ = sine 11@ // (float) 
02F7: 13@ = cosine 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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
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  // You have worked out enough for today, come back tomorrow!

:GYMTREA_874
jump @GYMTREA_897 

:GYMTREA_881
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

: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 sphere 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 $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang 
Actor.Angle($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'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
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  // Treadmill
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'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 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  // Treadmill
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'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 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'  // To begin running, press ~k~~PED_SPRINT~ rapidly.
wait 4000 
$1815 = 1 

:GYMTREA_1780
if 
  $1815 == 1 
else_jump @GYMTREA_1821 
03E5: show_text_box 'GYM1_43'  // To change the level press ~k~~CONVERSATION_NO~ or ~k~~CONVERSATION_YES~ while on the treadmill.
wait 5000 
$1815 = 2 

:GYMTREA_1821
if 
  $1815 == 2 
else_jump @GYMTREA_1869 
03E5: show_text_box 'GYM1_45'  // Do not allow your power bar to empty or you will fall off the treadmill.
wait 4000 
$1815 = 4 
32@ = 0 

:GYMTREA_1869
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_1933 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
04F7: status_text $8751 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8750 type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $8753 type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
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@ -= frame_delta_time * 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 "GYM_WALK_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3406
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_JOG"
else_jump @GYMTREA_3485 
0605: actor $PLAYER_ACTOR perform_animation "GYM_JOG_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3485
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_SPRINT"
else_jump @GYMTREA_3569 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

: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 "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
$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 "GYM_TREAD_JOG" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
$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 "GYM_TREAD_SPRINT" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
$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  // You have reached your limit for today, come back tomorrow!

: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 "GYM_TREAD_GETOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_5443
015B: shake_player_controller 0 time 1 intensity 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: shake_player_controller 0 time 100 intensity $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@ = sine 13@ // (float) 
02F7: 11@ = cosine 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@ = sine 13@ // (float) 
02F7: 11@ = cosine 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@ = sine 13@ // (float) 
02F7: 11@ = cosine 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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to begin exercising.
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  // You have worked out enough for today, come back tomorrow!

:GYMDUMB_1125
jump @GYMDUMB_1148 

:GYMDUMB_1132
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

: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 sphere 0 near_point 4@ 5@ radius 2.0 2.0 on_foot 
80ED:   not actor $PLAYER_ACTOR sphere 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 $PLAYER_ACTOR at 4@ 5@ 6@ dont_warp_gang 
Camera.SetPosition(7@, 8@, 9@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = $8773
jump @GYMDUMB_1436 

:GYMDUMB_1381
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at $8775 $8776 6@ dont_warp_gang 
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'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
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  // Dumbbells
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'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs
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  // Dumbbells
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'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs

: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 "GYM_FREE_PICKUP" IFP "FREEWEIGHTS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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'  // To lift the dumbbells alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
$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 "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3193
if 
  $1823 > 18.0 
else_jump @GYMDUMB_3280 
if 
  24.0 >= $1823 
else_jump @GYMDUMB_3280 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3280
if 
  $1823 > 24.0 
else_jump @GYMDUMB_3354 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3354
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8763 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
$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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
$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 -= frame_delta_time * $8762 // (float) 
$8762 *= 2.0 

:GYMDUMB_3658
if 
  $1813 == 4 
else_jump @GYMDUMB_3686 
007E: $8766 -= frame_delta_time * 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: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_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  // You have reached your limit for today, come back tomorrow!

: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: shake_player_controller 0 time 200 intensity 200 
0947: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $8780 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_DOWN" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
$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 "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_6332
if 
  $1823 > 18.0 
else_jump @GYMDUMB_6419 
if 
  24.0 >= $1823 
else_jump @GYMDUMB_6419 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_6419
if 
  $1823 > 24.0 
else_jump @GYMDUMB_6493 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "GYM_FREE_PUTDOWN" IFP "FREEWEIGHTS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

: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 "GYM_FREE_CELEBRATE" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

: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 sphere 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 sphere 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 sphere 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 sphere 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: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_1213 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
0512: show_permanent_text_box 'BB_01'  // ~k~~VEHICLE_ENTER_EXIT~ Play Basketball
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 sphere 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: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
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 sphere 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 can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1780
jump @BBALL_1803 

:BBALL_1787
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1803
jump @BBALL_1826 

:BBALL_1810
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1826
jump @BBALL_1859 

:BBALL_1833
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 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'  // You must return to the court to continue playing basketball or press ~k~~VEHICLE_ENTER_EXIT~ to quit out.
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: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // == constant 
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 can_enter_exit_vehicles 1 

:BBALL_2448
end_thread 
return 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BBALL_2478 
$8784 += 0.01 

:BBALL_2478
if 
0736:   is_keyboard_key_just_pressed 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: allow_other_threads_to_display_text_boxes 1 
0A44: override_text_block 1 
$8784 = 0.4 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
if 
   Player.Defined($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:   is_keyboard_key_just_pressed 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'  // Press and hold ~k~~PED_SPRINT~ to shoot the ball. Release ~k~~PED_SPRINT~ at the peak of the jump for maximum accuracy.

: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'  // Stand near the ball, and CJ will automatically pick it up.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to quit out of basketball.

: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'  // Press ~k~~PED_LOOKBEHIND~ to start the challenge mode.

: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 
  $8789 == 1 
else_jump @BBALL_5077 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, BrassKnuckles, 1)
$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 can_enter_exit_vehicles 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: allow_other_threads_to_display_text_boxes 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 "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
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 "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
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 "BSKTBALL" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7672
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7938
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
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 "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_8443 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_9660 
Player.CanMove($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 "BSKTBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_GLI" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
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 "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_11540 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_11740 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 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 "BSKTBALL" framedelta 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: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
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 direction_offset_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 sphere 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@ += frame_delta_time * 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 += frame_delta_time * 2@ // (float) 
007D: $TEMPVAR_FLOAT_2 += frame_delta_time * 3@ // (float) 
007D: $TEMPVAR_FLOAT_3 += frame_delta_time * 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: 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@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = sine $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: save_newline_to_debug_file 
05B6: 98 // AVAILABLE_MISSION_PEDS = 
03A8: save_float_to_debug_file $8823 
03A8: save_float_to_debug_file $8824 
03A8: save_float_to_debug_file $8822 
0463: 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: save_newline_to_debug_file 
05B6: 99 // PREACHER POINT = 
03A8: save_float_to_debug_file $8823 
03A8: save_float_to_debug_file $8824 
03A8: save_float_to_debug_file $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 sphere 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~ Play Video Poker
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:   is_keyboard_key_pressed 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: allow_other_threads_to_display_text_boxes 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 direction_offset_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 direction_offset_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 // @ == $ (int) 
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 // @ == $ (int) 
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: save_newline_to_debug_file 
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] // @ == $ (int) 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[1] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[2] // @ == $ (int) 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[2] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[3] // @ == $ (int) 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[3] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[4] // @ == $ (int) 
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:   is_keyboard_key_just_pressed 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: printstring "EDIT_BET_DETAILS" 

:VIDPOK_12297
if 
  $8906 == 2 
else_jump @VIDPOK_12335 
0662: printstring "EDIT_SHIFT_CARDS" 

:VIDPOK_12335
if 
  $8906 == 3 
else_jump @VIDPOK_12390 
0662: printstring "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_12390
if 
  $8906 == 4 
else_jump @VIDPOK_12429 
0662: printstring "EDIT_HOLD_BUTTONS" 

:VIDPOK_12429
if 
  $8906 == 5 
else_jump @VIDPOK_12463 
0662: printstring "EDIT_BET_ONE" 

:VIDPOK_12463
if 
  $8906 == 6 
else_jump @VIDPOK_12494 
0662: printstring "EDIT_DEAL" 

:VIDPOK_12494
if 
  $8906 == 7 
else_jump @VIDPOK_12537 
0662: printstring "EDIT_BORDER_THICKNESS" 

:VIDPOK_12537
if 
  $8906 == 8 
else_jump @VIDPOK_12575 
0662: printstring "EDIT_TABLE_LINES" 

:VIDPOK_12575
if 
  $8906 == 9 
else_jump @VIDPOK_12606 
0662: printstring "EDIT_TEXT" 

:VIDPOK_12606
if 
  $8906 == 10 
else_jump @VIDPOK_12638 
0662: printstring "EDIT_TILES" 

:VIDPOK_12638
if 
  $8906 == 11 
else_jump @VIDPOK_12681 
0662: printstring "EDIT_TABLE_BACKGROUND" 

:VIDPOK_12681
if 
  $8906 == 12 
else_jump @VIDPOK_12733 
0662: printstring "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_12733
if 
  $8906 == 13 
else_jump @VIDPOK_12778 
0662: printstring "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_12778
if 
  $8906 == 1 
else_jump @VIDPOK_12982 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_12862 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 7 
else_jump @VIDPOK_12843 
$POKER_COUNTER = 0 

:VIDPOK_12843
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_12862
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_12892 
$POKER_Y_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12892
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_12922 
$POKER_Y_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12922
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_12952 
$POKER_X_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12952
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_12982 
$POKER_X_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12982
if 
  $8906 == 2 
else_jump @VIDPOK_13290 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_13066 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 4 
else_jump @VIDPOK_13047 
$POKER_COUNTER = 0 

:VIDPOK_13047
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13066
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_13096 
$POKER_Y_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13096
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_13126 
$POKER_Y_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13126
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_13156 
$POKER_X_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13156
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_13186 
$POKER_X_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13186
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_13212 
$POKER_CARD_WIDTH += 1.0 

:VIDPOK_13212
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_13238 
$POKER_CARD_WIDTH += -1.0 

:VIDPOK_13238
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_13264 
$POKER_CARD_HEIGHT += 1.0 

:VIDPOK_13264
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_13290 
$POKER_CARD_HEIGHT += -1.0 

:VIDPOK_13290
if 
  $8906 == 3 
else_jump @VIDPOK_13544 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_13374 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 9 
else_jump @VIDPOK_13355 
$POKER_COUNTER = 0 

:VIDPOK_13355
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13374
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_13404 
$POKER_Y_ROW($POKER_COUNTER,10f) += -1.0 

:VIDPOK_13404
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_13434 
$POKER_Y_ROW($POKER_COUNTER,10f) += 1.0 

:VIDPOK_13434
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_13577 

:VIDPOK_13577
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @VIDPOK_13602 
$POKER_HOLD_BUTTON_OFFSET += -1.0 

:VIDPOK_13602
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @VIDPOK_13627 
$POKER_HOLD_BUTTON_OFFSET += 1.0 

:VIDPOK_13627
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_13653 
$POKER_HOLD_WIDTH += 1.0 

:VIDPOK_13653
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_13679 
$POKER_HOLD_WIDTH += -1.0 

:VIDPOK_13679
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_13705 
$POKER_HOLD_HEIGHT += 1.0 

:VIDPOK_13705
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_13731 
$POKER_HOLD_HEIGHT += -1.0 

:VIDPOK_13731
if 
  $8906 == 5 
else_jump @VIDPOK_13972 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_13764 

:VIDPOK_13764
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_13790 
$POKER_Y_BET_ONE += -1.0 

:VIDPOK_13790
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_13816 
$POKER_Y_BET_ONE += 1.0 

:VIDPOK_13816
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_13842 
$POKER_X_BET_ONE += 1.0 

:VIDPOK_13842
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_13868 
$POKER_X_BET_ONE += -1.0 

:VIDPOK_13868
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_13894 
$POKER_BET_ONE_WIDTH += 1.0 

:VIDPOK_13894
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_13920 
$POKER_BET_ONE_WIDTH += -1.0 

:VIDPOK_13920
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_13946 
$POKER_BET_ONE_HEIGHT += 1.0 

:VIDPOK_13946
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_13972 
$POKER_BET_ONE_HEIGHT += -1.0 

:VIDPOK_13972
if 
  $8906 == 6 
else_jump @VIDPOK_14213 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_14005 

:VIDPOK_14005
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_14031 
$POKER_Y_DEAL += -1.0 

:VIDPOK_14031
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_14057 
$POKER_Y_DEAL += 1.0 

:VIDPOK_14057
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14083 
$POKER_X_DEAL += 1.0 

:VIDPOK_14083
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14109 
$POKER_X_DEAL += -1.0 

:VIDPOK_14109
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_14135 
$POKER_DEAL_WIDTH += 1.0 

:VIDPOK_14135
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_14161 
$POKER_DEAL_WIDTH += -1.0 

:VIDPOK_14161
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_14187 
$POKER_DEAL_HEIGHT += 1.0 

:VIDPOK_14187
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_14213 
$POKER_DEAL_HEIGHT += -1.0 

:VIDPOK_14213
if 
  $8906 == 7 
else_jump @VIDPOK_14283 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14257 
$POKER_BORDER_THICKNESS += 0.1 

:VIDPOK_14257
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14283 
$POKER_BORDER_THICKNESS += -0.1 

:VIDPOK_14283
if 
  $8906 == 8 
else_jump @VIDPOK_14663 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_14367 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 8 
else_jump @VIDPOK_14348 
$POKER_COUNTER = 0 

:VIDPOK_14348
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14367
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_14397 
$POKER_Y_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14397
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_14427 
$POKER_Y_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14427
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14457 
$POKER_X_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14457
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14487 
$POKER_X_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14487
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_14573 
$POKER_LINE_WIDTH($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14573
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_14603 
$POKER_LINE_WIDTH($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14603
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_14633 
$POKER_LINE_HEIGHT($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14633
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_14663 
$POKER_LINE_HEIGHT($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14663
if 
  $8906 == 9 
else_jump @VIDPOK_15600 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_14747 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 5 
else_jump @VIDPOK_14728 
$POKER_COUNTER = 0 

:VIDPOK_14728
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14747
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_14777 
$POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14777
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_14807 
$POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14807
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14837 
$POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14837
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14867 
$POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14867
if 
0736:   is_keyboard_key_just_pressed 82 
else_jump @VIDPOK_14907 
$POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += 1 
0663: printint "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14907
if 
0736:   is_keyboard_key_just_pressed 86 
else_jump @VIDPOK_14947 
$POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += -1 
0663: printint "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14947
if 
0736:   is_keyboard_key_just_pressed 84 
else_jump @VIDPOK_14989 
$POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += 1 
0663: printint "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_14989
if 
0736:   is_keyboard_key_just_pressed 71 
else_jump @VIDPOK_15031 
$POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += -1 
0663: printint "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_15031
if 
0736:   is_keyboard_key_just_pressed 89 
else_jump @VIDPOK_15072 
$POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += 1 
0663: printint "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15072
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @VIDPOK_15113 
$POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += -1 
0663: printint "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15113
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @VIDPOK_15153 
$POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += 1 
0663: printint "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15153
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @VIDPOK_15193 
$POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += -1 
0663: printint "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15193
if 
0736:   is_keyboard_key_just_pressed 73 
else_jump @VIDPOK_15235 
$POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += 1 
0663: printint "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15235
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @VIDPOK_15277 
$POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += -1 
0663: printint "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15277
if 
0736:   is_keyboard_key_just_pressed 79 
else_jump @VIDPOK_15318 
$POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += 1 
0663: printint "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15318
if 
0736:   is_keyboard_key_just_pressed 76 
else_jump @VIDPOK_15359 
$POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += -1 
0663: printint "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15359
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_15386 
$POKER_TEXT_EDGE($POKER_COUNTER,6i) += 1 

:VIDPOK_15386
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_15413 
$POKER_TEXT_EDGE($POKER_COUNTER,6i) += -1 

:VIDPOK_15413
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_15644 
$POKER_TILE_HEIGHT += -1.0 

:VIDPOK_15644
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_15670 
$POKER_TILE_HEIGHT += 1.0 

:VIDPOK_15670
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_15696 
$POKER_TILE_WIDTH += 1.0 

:VIDPOK_15696
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_15722 
$POKER_TILE_WIDTH += -1.0 

:VIDPOK_15722
if 
0736:   is_keyboard_key_just_pressed 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: printint "VP_TILE_TYPE" $POKER_TILE_TYPE 

:VIDPOK_15788
if 
  $8906 == 11 
else_jump @VIDPOK_16014 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_15832 
$POKER_TABLE_Y += -1.0 

:VIDPOK_15832
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_15858 
$POKER_TABLE_Y += 1.0 

:VIDPOK_15858
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_15884 
$POKER_TABLE_X += 1.0 

:VIDPOK_15884
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_15910 
$POKER_TABLE_X += -1.0 

:VIDPOK_15910
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_15936 
$POKER_TABLE_HEIGHT += 1.0 

:VIDPOK_15936
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_15962 
$POKER_TABLE_HEIGHT += -1.0 

:VIDPOK_15962
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_15988 
$POKER_TABLE_WIDTH += 1.0 

:VIDPOK_15988
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_16014 
$POKER_TABLE_WIDTH += -1.0 

:VIDPOK_16014
if 
  $8906 == 12 
else_jump @VIDPOK_16338 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_16098 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 4 
else_jump @VIDPOK_16079 
$POKER_COUNTER = 0 

:VIDPOK_16079
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_16098
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_16128 
$9049($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16128
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_16158 
$9049($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16158
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_16188 
$9044($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16188
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_16218 
$9044($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16218
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_16248 
$9059($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16248
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_16278 
$9059($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16278
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_16308 
$9054($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16308
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_16338 
$9054($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16338
if 
  $8906 == 13 
else_jump @VIDPOK_16408 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_16382 
$POKER_BUTTON_TEXT_OFFSET += 0.05 

:VIDPOK_16382
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_16408 
$POKER_BUTTON_TEXT_OFFSET += -0.05 

:VIDPOK_16408
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @VIDPOK_26528 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
12@ = 0 

:VIDPOK_16435
if 
  8 > 12@ 
else_jump @VIDPOK_17019 
03A9: save_newline_to_debug_file 
05B6: 100 // RICH CAR STOPPED AT 
03A7: save_int_to_debug_file 12@ 
05B6: 101 // MIB_CAR STOPPED AT 
03A8: save_float_to_debug_file $POKER_X_SCREEN(12@,8f) 
03A9: save_newline_to_debug_file 
05B6: 102 // OPEN_CONTAINER2_CAR = 
03A7: save_int_to_debug_file 12@ 
05B6: 103 // COKE COURIER ROUTE - EDIT POINT -
03A8: save_float_to_debug_file $POKER_Y_SCREEN(12@,8f) 
12@ += 1 
jump @VIDPOK_16435 

:VIDPOK_17019
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
12@ = 0 

:VIDPOK_17030
if 
  5 > 12@ 
else_jump @VIDPOK_17614 
03A9: save_newline_to_debug_file 
05B6: 104 // BCE2_CHECKPOINTS_X[
03A7: save_int_to_debug_file 12@ 
05B6: 105 // ] = 
03A8: save_float_to_debug_file $POKER_X_CARD(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 106 // BCE2_CHECKPOINTS_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 107 // ] = 
03A8: save_float_to_debug_file $POKER_Y_CARD(12@,5f) 
12@ += 1 
jump @VIDPOK_17030 

:VIDPOK_17614
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 108 // BCE2_CHECKPOINTS_Z[
03A8: save_float_to_debug_file $POKER_CARD_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 109 // ] = 
03A8: save_float_to_debug_file $POKER_CARD_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
12@ = 0 

:VIDPOK_17903
if 
  10 > 12@ 
else_jump @VIDPOK_18211 
03A9: save_newline_to_debug_file 
05B6: 110 // FIXED_CAMERA_POSITION - OFFSET FROM BBHOOP = 
03A7: save_int_to_debug_file 12@ 
05B6: 111 // CAMERA_POINT_AT -       OFFSET FROM BBHOOP = 
03A8: save_float_to_debug_file $POKER_Y_ROW(12@,10f) 
12@ += 1 
jump @VIDPOK_17903 

:VIDPOK_18211
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
12@ = 0 

:VIDPOK_18222
if 
  6 > 12@ 
else_jump @VIDPOK_18530 
03A9: save_newline_to_debug_file 
05B6: 112 // VP_SCREEN_X[
03A7: save_int_to_debug_file 12@ 
05B6: 113 // ] = 
03A8: save_float_to_debug_file $POKER_X_COL(12@,6f) 
12@ += 1 
jump @VIDPOK_18222 

:VIDPOK_18530
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 114 // VP_SCREEN_Y[
03A8: save_float_to_debug_file $POKER_HOLD_BUTTON_OFFSET 
03A9: save_newline_to_debug_file 
05B6: 115 // ] = 
03A8: save_float_to_debug_file $POKER_HOLD_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 116 // CARD_X[
03A8: save_float_to_debug_file $POKER_HOLD_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 117 // ] = 
03A8: save_float_to_debug_file $POKER_X_BET_ONE 
03A9: save_newline_to_debug_file 
05B6: 118 // CARD_Y[
03A8: save_float_to_debug_file $POKER_Y_BET_ONE 
03A9: save_newline_to_debug_file 
05B6: 119 // ] = 
03A8: save_float_to_debug_file $POKER_BET_ONE_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 120 // VP_CARD_WIDTH = 
03A8: save_float_to_debug_file $POKER_BET_ONE_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 121 // VP_CARD_HEIGHT = 
03A8: save_float_to_debug_file $POKER_X_DEAL 
03A9: save_newline_to_debug_file 
05B6: 122 // ROW_Y[
03A8: save_float_to_debug_file $POKER_Y_DEAL 
03A9: save_newline_to_debug_file 
05B6: 123 // ] = 
03A8: save_float_to_debug_file $POKER_DEAL_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 124 // COL_X[
03A8: save_float_to_debug_file $POKER_DEAL_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 125 // ] = 
03A8: save_float_to_debug_file $POKER_BORDER_THICKNESS 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
12@ = 0 

:VIDPOK_20201
if 
  9 > 12@ 
else_jump @VIDPOK_21337 
03A9: save_newline_to_debug_file 
05B6: 126 // VP_HOLD_BUTTON_OFFSET = 
03A7: save_int_to_debug_file 12@ 
05B6: 127 // VP_HOLD_WIDTH = 
03A8: save_float_to_debug_file $POKER_X_LINE(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 128 // VP_HOLD_HEIGHT = 
03A7: save_int_to_debug_file 12@ 
05B6: 129 // BET_ONE_X = 
03A8: save_float_to_debug_file $POKER_Y_LINE(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 130 // BET_ONE_Y = 
03A7: save_int_to_debug_file 12@ 
05B6: 131 // VP_BET_ONE_WIDTH = 
03A8: save_float_to_debug_file $POKER_LINE_WIDTH(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 132 // VP_BET_ONE_HEIGHT = 
03A7: save_int_to_debug_file 12@ 
05B6: 133 // DEAL_X = 
03A8: save_float_to_debug_file $POKER_LINE_HEIGHT(12@,9f) 
12@ += 1 
jump @VIDPOK_20201 

:VIDPOK_21337
12@ = 0 

:VIDPOK_21344
if 
  6 > 12@ 
else_jump @VIDPOK_24412 
03A9: save_newline_to_debug_file 
05B6: 134 // DEAL_Y = 
03A7: save_int_to_debug_file 12@ 
05B6: 135 // VP_DEAL_WIDTH = 
03A8: save_float_to_debug_file $POKER_X_TEXT_SCALE(12@,6f) 
03A9: save_newline_to_debug_file 
05B6: 136 // VP_DEAL_HEIGHT = 
03A7: save_int_to_debug_file 12@ 
05B6: 137 // VP_BORDER_THICKNESS = 
03A8: save_float_to_debug_file $POKER_Y_TEXT_SCALE(12@,6f) 
03A9: save_newline_to_debug_file 
05B6: 138 // VP_LINE_X[
03A7: save_int_to_debug_file 12@ 
05B6: 139 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_COLOR_R(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 140 // VP_LINE_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 141 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_COLOR_G(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 142 // VP_LINE_WIDTH[
03A7: save_int_to_debug_file 12@ 
05B6: 143 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_COLOR_B(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 144 // VP_LINE_HEIGHT[
03A7: save_int_to_debug_file 12@ 
05B6: 145 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_FONT(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 146 // TEXT_SCALE_X[
03A7: save_int_to_debug_file 12@ 
05B6: 147 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_CENTRE(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 148 // TEXT_SCALE_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 149 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 150 // TEXT_COLOUR_R[
03A7: save_int_to_debug_file 12@ 
05B6: 151 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE_R(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 152 // TEXT_COLOUR_G[
03A7: save_int_to_debug_file 12@ 
05B6: 153 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE_G(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 154 // TEXT_COLOUR_B[
03A7: save_int_to_debug_file 12@ 
05B6: 155 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE_B(12@,6i) 
12@ += 1 
jump @VIDPOK_21344 

:VIDPOK_24412
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 156 // TEXT_FONT[
03A8: save_float_to_debug_file $POKER_TILE_HEIGHT 
03A9: save_newline_to_debug_file 
05B6: 157 // ] = 
03A8: save_float_to_debug_file $POKER_TILE_WIDTH 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 158 // TEXT_CENTRE[
03A8: save_float_to_debug_file $POKER_TABLE_X 
03A9: save_newline_to_debug_file 
05B6: 159 // ] = 
03A8: save_float_to_debug_file $POKER_TABLE_Y 
03A9: save_newline_to_debug_file 
05B6: 160 // TEXT_EDGE[
03A8: save_float_to_debug_file $POKER_TABLE_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 161 // ] = 
03A8: save_float_to_debug_file $POKER_TABLE_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
12@ = 0 

:VIDPOK_25253
if 
  5 > 12@ 
else_jump @VIDPOK_26389 
03A9: save_newline_to_debug_file 
05B6: 162 // TEXT_EDGE_R[
03A7: save_int_to_debug_file 12@ 
05B6: 163 // ] = 
03A8: save_float_to_debug_file $9044(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 164 // TEXT_EDGE_G[
03A7: save_int_to_debug_file 12@ 
05B6: 165 // ] = 
03A8: save_float_to_debug_file $9049(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 166 // TEXT_EDGE_B[
03A7: save_int_to_debug_file 12@ 
05B6: 167 // ] = 
03A8: save_float_to_debug_file $9054(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 168 // TILE_HEIGHT = 
03A7: save_int_to_debug_file 12@ 
05B6: 169 // TILE_WIDTH = 
03A8: save_float_to_debug_file $9059(12@,5f) 
12@ += 1 
jump @VIDPOK_25253 

:VIDPOK_26389
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 170 // VP_TABLE_X = 
03A8: save_float_to_debug_file $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: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position $POKER_X_SCREEN[0] $POKER_Y_SCREEN[0] GXT 'VP02'  // COIN VALUE
gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_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: set_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'  // NO CREDIT!!
jump @VIDPOK_27253 

:VIDPOK_27233
045A: draw_text_1number $POKER_X_SCREEN[1] $POKER_Y_SCREEN[1] GXT 'VP16' number 12@  // CASH $~1~

:VIDPOK_27253
gosub @VIDPOK_33829 
03E4: set_text_draw_align_right 0 
0342: set_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'  // WAGER
gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_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: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 $POKER_Y_SCREEN[4] GXT 'VP17'  // ~k~~PED_SPRINT~ SELECT ~k~~VEHICLE_ENTER_EXIT~ EXIT Movement Controls NAVIGATE
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: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! PAYOUT $~1~ !!
jump @VIDPOK_28039 

:VIDPOK_27972
if and
  3@ == 6 
  $8866 == 0 
else_jump @VIDPOK_28039 
14@ = 0 
gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! PAYOUT $~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'  // FOUR OF A KIND
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'  // STRAIGHT
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[7] GXT 'VP12'  // THREE OF A KIND
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[8] GXT 'VP13'  // TWO PAIRS
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[9] GXT 'VP14'  // JACKS OR BETTER
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'  // COINS WAGERED
gosub @VIDPOK_34213 
03E4: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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: set_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'  // HOLD

: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'  // HOLD

: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'  // HOLD

: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'  // HOLD

: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'  // HOLD

: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'  // HOLD

: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'  // ADD COIN

: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'  // ADD COIN

: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'  // ADD COIN

: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'  // ADD COIN

: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'  // ADD COIN

: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'  // ADD COIN

: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'  // DEAL

: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'  // DEAL

: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'  // DEAL

: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'  // DEAL

: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'  // DEAL

: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'  // DEAL

: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: set_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: set_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: set_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: set_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: set_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: set_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 12/ (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: save_newline_to_debug_file 
05B6: 99 // PREACHER POINT = 
03A8: save_float_to_debug_file $8823 
03A8: save_float_to_debug_fil128 148 178 255 
0342: set_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: allow_other_threads_to_display_text_boxes 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_textures 
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 // = constant 
jump @BLACKJ_374 

:BLACKJ_366
04AF: 26@ = 171 // = constant 

: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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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: unknown_set_actor 1@ sound 5850 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 
jump @BLACKJ_1838 

:BLACKJ_1816
09D6: unknown_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~You cannot afford to play at this table.
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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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~ Play Blackjack~n~Max Wager $100
jump @BLACKJ_2114 

:BLACKJ_2042
0512: show_permanent_text_box 'BJ_1B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000
jump @BLACKJ_2114 

:BLACKJ_2060
0512: show_permanent_text_box 'BJ_1C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $10,000
jump @BLACKJ_2114 

:BLACKJ_2078
0512: show_permanent_text_box 'BJ_1D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $100,000
jump @BLACKJ_2114 

:BLACKJ_2096
0512: show_permanent_text_box 'BJ_1E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000,000
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~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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:   is_keyboard_key_just_pressed 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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
0A2A:   text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
0A2A:   text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
0A2A:   text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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: unknown_set_actor 1@ sound 5820 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4023
09D6: unknown_set_actor 1@ sound 5821 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4044
09D6: unknown_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:   is_keyboard_key_just_pressed 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: printint "CARD_CHEAT_OFF" $BJACK_FLAG_CARD_CHEAT 
jump @BLACKJ_4646 

:BLACKJ_4626
0663: printint "CARD_CHEAT_ON" $BJACK_FLAG_CARD_CHEAT 

:BLACKJ_4646
if 
   not $BJACK_FLAG_CARD_CHEAT == 0 
else_jump @BLACKJ_4792 
if 
0736:   is_keyboard_key_just_pressed 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: printint "NEXT_CARD" $BJACK_CHEAT_CARD_ID 

:BLACKJ_4728
if 
0736:   is_keyboard_key_just_pressed 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: printint "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: unknown_set_actor 1@ sound 5852 flags 1 1 0 
jump @BLACKJ_4912 

:BLACKJ_4898
09D6: unknown_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: allow_other_threads_to_display_text_boxes 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 // set_rubbish 
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: unknown_set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_7700 

:BLACKJ_7679
09D6: unknown_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~You cannot afford to play at this table.
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: unknown_set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_8305 

:BLACKJ_8284
09D6: unknown_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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: unknown_set_actor 1@ sound 5811 flags 1 1 0 
jump @BLACKJ_10547 

:BLACKJ_10533
09D6: unknown_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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

: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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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~You don't have enough cash.
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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~You don't have enough cash.
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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~You don't have enough cash.
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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~You don't have enough cash.
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: unknown_set_actor 1@ sound 5847 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17251
09D6: unknown_set_actor 1@ sound 5848 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17272
09D6: unknown_set_actor 1@ sound 5849 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17293
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_17319 
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_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: unknown_set_actor 1@ sound 5854 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17442
09D6: unknown_set_actor 1@ sound 5855 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17463
09D6: unknown_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: unknown_set_actor 1@ sound 5817 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17724
09D6: unknown_set_actor 1@ sound 5818 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17745
09D6: unknown_set_actor 1@ sound 5819 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17766
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_17792 
0947: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_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: unknown_set_actor 1@ sound 5815 flags 1 1 0 
jump @BLACKJ_17920 

:BLACKJ_17899
09D6: unknown_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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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'  // Press ~k~~PED_SPRINT~ to continue.

: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: unknown_set_actor 1@ sound 5823 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18412
09D6: unknown_set_actor 1@ sound 5824 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18433
09D6: unknown_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: unknown_set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18729
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18750
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18771
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18792
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18813
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18834
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18855
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18876
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18897
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18918
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18939
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18960
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18981
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19002
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19023
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19044
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19065
09D6: unknown_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: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19148 

:BLACKJ_19134
09D6: unknown_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: unknown_set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19319
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19340
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19361
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19382
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19403
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19424
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19445
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19466
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19487
09D6: unknown_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: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19572 

:BLACKJ_19558
09D6: unknown_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: unknown_set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19844
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19865
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19886
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19907
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19928
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19949
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19970
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19991
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20012
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20033
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20054
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20075
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20096
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20117
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20138
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20159
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20180
09D6: unknown_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: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20263 

:BLACKJ_20249
09D6: unknown_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: unknown_set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20434
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20455
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20476
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20497
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20518
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20539
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20560
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20581
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20602
09D6: unknown_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: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20687 

:BLACKJ_20673
09D6: unknown_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: unknown_set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20941
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20962
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20983
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21004
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21025
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21046
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21067
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21088
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21109
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21130
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21151
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21172
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21193
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21214
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21235
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21256
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21277
09D6: unknown_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: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_21360 

:BLACKJ_21346
09D6: unknown_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: unknown_set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21531
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21552
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21573
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21594
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21615
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21636
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21657
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21678
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21699
09D6: unknown_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: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_21784 

:BLACKJ_21770
09D6: unknown_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:   is_keyboard_key_just_pressed 67 
else_jump @BLACKJ_21866 
$9307 += 1 
if 
  $9307 > 7 
else_jump @BLACKJ_21848 
$9307 = 0 

:BLACKJ_21848
0663: printint "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:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_21985 
$BJACK_Z_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_21985
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_22015 
$BJACK_Z_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22015
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_22045 
$BJACK_X_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22045
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_22075 
$BJACK_X_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22075
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @BLACKJ_22105 
$BJACK_Y_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22105
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @BLACKJ_22135 
$BJACK_Y_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22135
if 
0736:   is_keyboard_key_just_pressed 69 
else_jump @BLACKJ_22160 
$9216 += 0.005 

:BLACKJ_22160
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @BLACKJ_22185 
$9216 += -0.005 

:BLACKJ_22185
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @BLACKJ_23202 
03A9: save_newline_to_debug_file 
05B6: 171 // VP_TABLE_Y = 
03A9: save_newline_to_debug_file 
10@ = 0 

:BLACKJ_22342
if 
  8 > 10@ 
else_jump @BLACKJ_23202 
05B6: 172 // VP_TABLE_WIDTH = 
03A7: save_int_to_debug_file 10@ 
05B6: 173 // VP_TABLE_HEIGHT = 
03A8: save_float_to_debug_file $BJACK_X_CHIP_OFFSET(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 174 // VP_HIGHL_X[
03A7: save_int_to_debug_file 10@ 
05B6: 175 // ] = 
03A8: save_float_to_debug_file $BJACK_Y_CHIP_OFFSET(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 176 // VP_HIGHL_Y[
03A7: save_int_to_debug_file 10@ 
05B6: 177 // ] = 
03A8: save_float_to_debug_file $BJACK_Z_CHIP_OFFSET(10@,8f) 
03A9: save_newline_to_debug_file 
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  // Wager
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'  // Total Wager
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 Wager
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 Wager
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  // Wager
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'  // Total Wager
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'  // Dealer's Score
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'  // Bust!
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~ or ~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'  // Your Score
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'  // Bust!
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~ or ~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'  // Bust!
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~ or ~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'  // Bust!
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~ or ~1~

:BLACKJ_25940
return 
if 
0736:   is_keyboard_key_just_pressed 76 
else_jump @BLACKJ_26016 
$9308 += 1 
if 
  $9308 > 26 
else_jump @BLACKJ_25989 
$9308 = -1 

:BLACKJ_25989
0663: printint "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_26016
if 
  $9308 > -1 
else_jump @BLACKJ_26154 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_26064 
$BJACK_X_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26064
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_26094 
$BJACK_X_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26094
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_26124 
$BJACK_Y_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26124
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_26154 
$BJACK_Y_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26154
if 
  $9308 > -1 
else_jump @BLACKJ_26913 
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @BLACKJ_26913 
03A9: save_newline_to_debug_file 
05B6: 178 // VP_HIGHL_WIDTH[
10@ = 0 

:BLACKJ_26327
if 
  27 > 10@ 
else_jump @BLACKJ_26911 
03A9: save_newline_to_debug_file 
05B6: 179 // ] = 
03A7: save_int_to_debug_file 10@ 
05B6: 180 // VP_HIGHL_HEIGHT[
03A8: save_float_to_debug_file $BJACK_X_SCREENPOS(10@,27f) 
03A9: save_newline_to_debug_file 
05B6: 181 // ] = 
03A7: save_int_to_debug_file 10@ 
05B6: 182 // BUTTON_TEXT_OFFSET = 
03A8: save_float_to_debug_file $BJACK_Y_SCREENPOS(10@,27f) 
10@ += 1 
jump @BLACKJ_26327 

:BLACKJ_26911
03A9: save_newline_to_debug_file 

:BLACKJ_26913
return 
if 
0736:   is_keyboard_key_just_pressed 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: printstring "EDIT_CARD_SIZE" 

:BLACKJ_26998
if 
  $9309 == 2 
else_jump @BLACKJ_27041 
0662: printstring "EDIT_CARD_POSITIONS_X" 

:BLACKJ_27041
if 
  $9309 == 3 
else_jump @BLACKJ_27091 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_27091
if 
  $9309 == 4 
else_jump @BLACKJ_27142 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_27142
if 
  $9309 == 5 
else_jump @BLACKJ_27192 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_27192
if 
  $9309 == 6 
else_jump @BLACKJ_27240 
0662: printstring "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_27240
if 
  $9309 == 7 
else_jump @BLACKJ_27279 
0662: printstring "EDIT_BORDER_WIDTH" 

:BLACKJ_27279
if 
  $9309 == 1 
else_jump @BLACKJ_27491 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27330 
$BJACK_CARD_HEIGHT += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27330
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_27427 
$BJACK_CARD_WIDTH += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27427
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_27562 
$9087[0] += 1.0 
$9103[0] += 1.0 
$9119[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27562
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27666 
$9095[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27666
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_27699 
$9095[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27699
if 
  $9309 == 4 
else_jump @BLACKJ_27783 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27750 
$9111[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27750
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_27783 
$9111[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27783
if 
  $9309 == 5 
else_jump @BLACKJ_27867 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27834 
$9127[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27834
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_27867 
$9127[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27867
if 
  $9309 == 6 
else_jump @BLACKJ_28017 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_27918 
$BJACK_X_PLAYER_SPRITE[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27918
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_27951 
$BJACK_X_PLAYER_SPRITE[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27951
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27984 
$BJACK_Y_PLAYER_SPRITE[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27984
if 
0736:   is_keyboard_key_just_pressed 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:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_28061 
$BJACK_BORDER_WIDTH += 1.0 

:BLACKJ_28061
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_28087 
$BJACK_BORDER_WIDTH += -1.0 

:BLACKJ_28087
if 
  $9309 > 0 
else_jump @BLACKJ_29762 
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @BLACKJ_29762 
03A9: save_newline_to_debug_file 
05B6: 183 // // ------ BJ CHIP OFFSETS -------
03A9: save_newline_to_debug_file 
05B6: 184 // BJ_CHIP_OFF_X[
03A8: save_float_to_debug_file $BJACK_CARD_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 185 // ] = 
03A8: save_float_to_debug_file $BJACK_CARD_HEIGHT 
03A9: save_newline_to_debug_file 
05B6: 186 // BJ_CHIP_OFF_Y[
03A8: save_float_to_debug_file $9087[0] 
03A9: save_newline_to_debug_file 
05B6: 187 // ] = 
03A8: save_float_to_debug_file $9095[0] 
03A9: save_newline_to_debug_file 
05B6: 188 // BJ_CHIP_OFF_Z[
03A8: save_float_to_debug_file $9103[0] 
03A9: save_newline_to_debug_file 
05B6: 189 // ] = 
03A8: save_float_to_debug_file $9111[0] 
03A9: save_newline_to_debug_file 
05B6: 190 // ------ SCREEN COORDS ------
03A8: save_float_to_debug_file $9119[0] 
03A9: save_newline_to_debug_file 
05B6: 191 // SCREEN_POS_X[
03A8: save_float_to_debug_file $9127[0] 
03A9: save_newline_to_debug_file 
05B6: 192 // ] = 
03A8: save_float_to_debug_file $BJACK_X_PLAYER_SPRITE[0] 
03A9: save_newline_to_debug_file 
05B6: 193 // SCREEN_POS_Y[
03A8: save_float_to_debug_file $BJACK_Y_PLAYER_SPRITE[0] 
03A9: save_newline_to_debug_file 
05B6: 194 // ] = 
03A8: save_float_to_debug_file $BJACK_BORDER_WIDTH 
03A9: save_newline_to_debug_file 

: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 "DEALONE" IFP "CASINO" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 

: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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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: 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@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = sine $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: save_newline_to_debug_file 
05B6: 195 // ----- BLACKJACK SCREEN COORDS ------
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
0463: 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: save_newline_to_debug_file 
05B6: 196 // CARD_WIDTH = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
return 
Actor.StorePos($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@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = sine $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: save_newline_to_debug_file 
05B6: 197 // CARD_HEIGHT = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $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: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_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: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 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 0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 1] $POKER_TEXT_EDGE_B[1] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
re1 
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: sDGE_B[1] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
re1 
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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 

:BLACKJ_34567
09BD: allow_other_threads_to_display_text_boxes 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
03AD: NOP 1 // set_rubbish 
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 "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: unknown_set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_1295 

:WOF_1249
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_1295 

:WOF_1272
09D6: unknown_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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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~ Play Wheel of Fortune~n~Max Wager $100
jump @WOF_2117 

:WOF_2027
0512: show_permanent_text_box 'WOF_06B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000
jump @WOF_2117 

:WOF_2045
0512: show_permanent_text_box 'WOF_06C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $10,000
jump @WOF_2117 

:WOF_2063
0512: show_permanent_text_box 'WOF_06D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $100,000
jump @WOF_2117 

:WOF_2081
0512: show_permanent_text_box 'WOF_06E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000,000
jump @WOF_2117 

:WOF_2099
0512: show_permanent_text_box 'WOF_06'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune
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 sphere 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: unknown_set_actor 7@ sound 43651 flags 1 1 0 
jump @WOF_2463 

:WOF_2447
09D6: unknown_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($PLAYER_CHAR)
else_jump @WOF_4069 
09BD: allow_other_threads_to_display_text_boxes 1 
Player.CanMove($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'  // Use the movement controls to select wager.~n~~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
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: unknown_set_actor 7@ sound 43600 flags 1 1 0 
jump @WOF_4641 

:WOF_4618
09D6: unknown_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 direction_offset_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  // Wager
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  // Wager
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'  // This Wager
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'  // Total Wager
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 Wager
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 "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: unknown_set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_7534 

:WOF_7488
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_7534 

:WOF_7511
09D6: unknown_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@ /= 6.666666 
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: unknown_set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8647 

:WOF_8570
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8647 

:WOF_8593
09D6: unknown_set_actor 7@ sound 43650 flags 1 1 0 
jump @WOF_8647 

:WOF_8616
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_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: unknown_set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8825 

:WOF_8765
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8825 

:WOF_8788
09D6: unknown_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: unknown_set_actor 7@ sound 43662 flags 1 1 0 
jump @WOF_8989 

:WOF_8943
09D6: unknown_set_actor 7@ sound 43663 flags 1 1 0 
jump @WOF_8989 

:WOF_8966
09D6: unknown_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'  // Press ~k~~PED_SPRINT~ to continue.
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: unknown_set_actor 7@ sound 43655 flags 1 1 0 
jump @WOF_9494 

:WOF_9329
09D6: unknown_set_actor 7@ sound 43656 flags 1 1 0 
jump @WOF_9494 

:WOF_9352
09D6: unknown_set_actor 7@ sound 43657 flags 1 1 0 
jump @WOF_9494 

:WOF_9375
09D6: unknown_set_actor 7@ sound 43658 flags 1 1 0 
jump @WOF_9494 

:WOF_9398
09D6: unknown_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: unknown_set_actor 7@ sound 43660 flags 1 1 0 
jump @WOF_9487 

:WOF_9471
09D6: unknown_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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 23@ // (float) 
if 
  33@ > 500 
else_jump @WOF_10043 
24@ = -0.005 
25@ += 1 

:WOF_10043
jump @WOF_10591 

:WOF_10050
007B: 23@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 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@ *= 6.666666 
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@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 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@ XYZ_rotation 0.0 22@ 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@ *= 6.666666 
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@ += frame_delta_time * 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@ += frame_delta_time * 0.5 // (float) 
if 
  26@ > 0.0 
else_jump @WOF_11157 
26@ = 0.0 

:WOF_11157
0453: set_object 1@ XYZ_rotation 0.0 26@ 20@ 

:WOF_11173
return 

:WOF_11175
09BD: allow_other_threads_to_display_text_boxes 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: unknown_set_actor 7@ sound 43653 flags 1 1 0 
jump @WOF_11315 

:WOF_11299
09D6: unknown_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~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the 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: set_text_draw_align_justify 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: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_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:   is_keyboard_key_just_pressed 85 
else_jump @WOF_13575 
$9387 += 0.001 
0664: printfloat "CHIP_SET_Z" $9387 

:WOF_13575
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @WOF_13617 
$9387 += -0.001 
0664: printfloat "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: 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@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = sine $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: save_newline_to_debug_file 
05B6: 198 // PLAYER_SPRITE1_X[0] = 
03A8: save_float_to_debug_file $9447 
03A8: save_float_to_debug_file $9448 
03A8: save_float_to_debug_file $9446 
0463: 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: save_newline_to_debug_file 
05B6: 199 // PLAYER_SPRITE1_Y[0] = 
03A8: save_float_to_debug_file $9447 
03A8: save_float_to_debug_file $9448 
03A8: save_float_to_debug_file $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 // @s = 'short' 
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  // You want some stuff? // Take it easy man. // Fuck you man!
0652: 13@ = integer_stat 64 
if 
  13@ >= 500 
else_jump @DEALER_271 
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 75  // Fuck you man!
jump @DEALER_297 

:DEALER_271
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 80  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 76  // Fuck you man!

:DEALER_297
09FB: 13@ = current_language 
if 
04A4:   13@ == 0 // == constant 
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_that_buys_drugs_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ 
if 
   not 11@ == -1 
else_jump @DEALER_597 
if 
   Actor.Driving(11@)
else_jump @DEALER_597 
12@ = Actor.CurrentCar(11@)

: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(#CZ75)
else_jump @DEALER_929 
if 
   not Actor.HasWeapon(0@, 22)
else_jump @DEALER_929 
Actor.GiveWeaponAndAmmo(0@, Pistol, 1000)
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_is_actor_in_dialogue_mode 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: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1481 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
33@ = 0 
14@ = 3000 
2@ += 1 

:DEALER_1481
jump @DEALER_1791 

:DEALER_1488
if 
002D:   33@ >= 14@ // (int) 
else_jump @DEALER_1751 
09B6: set_actor 0@ wanted_by_police 0 
0209: 13@ = random_int_in_ranges 1 15 
if 
  13@ > 5 
else_jump @DEALER_1659 
if 
  13@ > 10 
else_jump @DEALER_1610 
062E: get_actor 0@ task 1481 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1603 
05C9: AS_actor 0@ on_guard -1 ms 
14@ = 2000 

:DEALER_1603
jump @DEALER_1652 

:DEALER_1610
062E: get_actor 0@ task 1502 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1652 
05DE: AS_actor 0@ walk_around_ped_path 
14@ = 1500 

:DEALER_1652
jump @DEALER_1737 

:DEALER_1659
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1737 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 11@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2139 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2139 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2139
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2288 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2204 
05BA: AS_actor 0@ move_mouth -1 ms 

:DEALER_2204
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2288 
0947: actor 11@ speak_from_audio_table 83 store_spoken_phrase_id_to 13@ 
0605: actor 11@ perform_animation "SHOP_PAY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
2@ += 1 

:DEALER_2288
jump @DEALER_2634 

:DEALER_2295
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2498 
0647: AS_actor 0@ clear_look_task 
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2404 
0605: actor 11@ perform_animation "DRUGS_BUY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 11@ wanted_by_police 1 

:DEALER_2404
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2498 
0947: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
0605: actor 0@ perform_animation "DEALER_DEAL" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 0@ wanted_by_police 1 
2@ += 1 

:DEALER_2498
jump @DEALER_2634 

:DEALER_2505
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2570 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2570 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2570
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2627 
09A7: set_actor 11@ drugged_up 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: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
33@ = 0 
2@ += 1 
jump @DEALER_2882 

:DEALER_2769
if 
  33@ > 6000 
else_jump @DEALER_2818 
0647: AS_actor 0@ clear_look_task 
05F5: AS_actor 0@ goto_point_using_paths 3@ 4@ 5@ mode 4 time -2 
2@ += 1 

:DEALER_2818
jump @DEALER_2882 

:DEALER_2825
062E: get_actor 0@ task 1525 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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'  // Take it easy man.
871A:   not actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
else_jump @DEALER_3039 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:DEALER_3039
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_3128 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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_is_actor_in_dialogue_mode 0@ 
  33@ > 15000 
else_jump @DEALER_3171 
0647: AS_actor 0@ clear_look_task 
2@ = 0 
1@ = 0 

:DEALER_3171
jump @DEALER_3366 

:DEALER_3178
if and
071A:   actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
  33@ > 9000 
else_jump @DEALER_3220 
03E6: remove_text_box 
gosub @DEALER_3368 

:DEALER_3220
if and
071A:   actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
  33@ > 9000 
else_jump @DEALER_3262 
03E6: remove_text_box 
gosub @DEALER_3595 

:DEALER_3262
if or
889B:   not unknown_is_actor_in_dialogue_mode 0@ 
  33@ > 15000 
else_jump @DEALER_3305 
0647: AS_actor 0@ clear_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: AS_actor 0@ clear_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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
2@ = 0 
1@ = 0 

:DEALER_3593
return 

:DEALER_3595
03E6: remove_text_box 
0647: AS_actor 0@ clear_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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
jump @DEALER_3854 

:DEALER_3820
0709: set_decision_maker $9453 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:DEALER_3854
33@ = 0 
2@ += 1 

:DEALER_3868
return 

:DEALER_3870
076B: get_zone 17@s dealer_density_to 16@ 
if 
  16@ > 0 
else_jump @DEALER_3903 
16@ -= 1 

:DEALER_3903
076A: set_zone 17@s dealer_density_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: printint "PEDSTATE" 1@ 
0663: printint "SUBSTATESTATUS" 2@ 
0663: printint "TIMER_B" 33@ 
0663: printint "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 
Actor.SetWalkStyle(0@, "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 
1@ = Actor.CurrentCar($PLAYER_ACTOR)
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: actor 0@ speak_from_audio_table 27 store_spoken_phrase_id_to 17@ 
if 
  2@ == 0 
else_jump @HMLES_456 
0859: AS_actor 0@ walk_alongisde_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 "PARKSIT_M_IN" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEA" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_OUT" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_1992
if 
  $9455 == 1 
else_jump @HMLES_2021 
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_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: actor 0@ speak_from_audio_table 198 store_spoken_phrase_id_to 17@ 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
$1787 = 0 
12@ = 1 
jump @HMLES_2217 

:HMLES_2206
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_2217
if 
  $9455 == 1 
else_jump @HMLES_2381 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // == constant 
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: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // == constant 
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: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // == constant 
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 type 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: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 7 // == constant 
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 // == constant 
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 // = constant 
jump @POOL_367 

:POOL_360
04AF: 7@ = 67 // = constant 

: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 "POOL" framedelta 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 "POOL" framedelta 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@)
Actor.GiveWeaponAndAmmo(1@, PoolCue, 99999)
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  // You don't have enough cash to play here.
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'  // Press ~k~~VEHICLE_ENTER_EXIT~ to play pool.
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 sphere 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 sphere 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'  // You don't have enough cash to play here.
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 sphere 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 "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 

:LOWRCON_840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_HI' // s$  // ~z~You looking for the lowrider meet?
04AE: $ACTOR_SPEECH_WAV_FILE = 26007 // = constant 
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 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @LOWRCON_1116 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
if 
00E1:   player 0 pressed_key 11 
else_jump @LOWRCON_1040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO' // s$  // ~z~Yeah, go on.
04AE: $ACTOR_SPEECH_WAV_FILE = 39072 // = constant 
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$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE1N' // s$  // ~z~Nah, maybe I'll catch you later.
04AE: $ACTOR_SPEECH_WAV_FILE = 21444 // = constant 
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$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_N' // s$  // ~z~Didn't think you were...
04AE: $ACTOR_SPEECH_WAV_FILE = 26008 // = constant 
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$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_Y' // s$  // ~z~They're just over there, you blind?
04AE: $ACTOR_SPEECH_WAV_FILE = 26009 // = constant 
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 smooth_transition 1 
0920: point_camera 1815.094 -1932.212 14.9195 transverse_to 1812.689 -1931.438 18.3523 time 3000 smooth_transition 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: AS_actor 0@ clear_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 // == constant 
else_jump @BURGLAR_527 
if 
84A4:   not  13@ == 9 // == constant 
else_jump @BURGLAR_504 
if 
84A4:   not  13@ == 10 // == constant 
else_jump @BURGLAR_481 
if 
84A4:   not  13@ == 11 // == constant 
else_jump @BURGLAR_458 
if 
84A4:   not  13@ == 12 // == constant 
else_jump @BURGLAR_435 
if 
84A4:   not  13@ == 13 // == constant 
else_jump @BURGLAR_412 
if 
84A4:   not  13@ == 14 // == constant 
else_jump @BURGLAR_389 
14@ = 0 
jump @BURGLAR_405 

:BURGLAR_389
09D5: play_sound_of_actor 0@ soundslot 7 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_405
jump @BURGLAR_428 

:BURGLAR_412
09D5: play_sound_of_actor 0@ soundslot 5 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_428
jump @BURGLAR_451 

:BURGLAR_435
09D5: play_sound_of_actor 0@ soundslot 6 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_451
jump @BURGLAR_474 

:BURGLAR_458
09D5: play_sound_of_actor 0@ soundslot 8 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_474
jump @BURGLAR_497 

:BURGLAR_481
09D5: play_sound_of_actor 0@ soundslot 2 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_497
jump @BURGLAR_520 

:BURGLAR_504
09D5: play_sound_of_actor 0@ soundslot 3 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_520
jump @BURGLAR_543 

:BURGLAR_527
09D5: play_sound_of_actor 0@ soundslot 1 unknown_flags 1 0 0 as 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 respect 0.0 hate 100.0 like 70.0 dislike 70.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 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 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 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 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 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: play_sound_of_actor 0@ soundslot 120 unknown_flags 1 0 0 as 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
Actor.GiveWeaponAndAmmo(0@, BaseballBat, 0)
01B9: set_actor 0@ armed_weapon_to 5 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
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(#CZ75)
else_jump @BURGLAR_3971 
Model.Load(#CZ75)
jump @BURGLAR_4071 

:BURGLAR_3971
Actor.GiveWeaponAndAmmo(0@, Pistol, 40)
01B9: set_actor 0@ armed_weapon_to 22 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4040 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4040
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 
09D5: play_sound_of_actor 0@ soundslot 176 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4071
jump @BURGLAR_4298 

:BURGLAR_4078
if 
  3@ == 5 
else_jump @BURGLAR_4231 
if 
   not Model.Available(#SAWN_OFF)
else_jump @BURGLAR_4124 
Model.Load(#SAWN_OFF)
jump @BURGLAR_4224 

:BURGLAR_4124
Actor.GiveWeaponAndAmmo(0@, Sawnoff, 40)
01B9: set_actor 0@ armed_weapon_to 26 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4193 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4193
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 
09D5: play_sound_of_actor 0@ soundslot 182 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4224
jump @BURGLAR_4298 

:BURGLAR_4231
09D5: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
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: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
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: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4601 
05C5: AS_actor 0@ cower -2 ms 
09D5: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4601
jump @BURGLAR_5196 

:BURGLAR_4608
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
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: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_4702 

:BURGLAR_4686
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4702
jump @BURGLAR_5196 

:BURGLAR_4709
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4762 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4762
jump @BURGLAR_5196 

:BURGLAR_4769
062E: get_actor 0@ task 1466 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4821 
05BA: AS_actor 0@ move_mouth -2 ms 
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 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: get_actor 0@ task 1833 status_store_to 12@ // ret 7 if not found 
if 
84A4:   not  12@ == 7 // == constant 
else_jump @BURGLAR_4956 
0729: AS_actor 0@ hold_cellphone 0 

:BURGLAR_4956
Model.Destroy(#CELLPHONE)
7@ = 2 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4984
jump @BURGLAR_5085 

:BURGLAR_4991
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
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: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5085 

:BURGLAR_5069
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5085
jump @BURGLAR_5196 

:BURGLAR_5092
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5134 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5134
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5173 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5173
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 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: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5282
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5324 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5340 

:BURGLAR_5324
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5340
jump @BURGLAR_5603 

:BURGLAR_5347
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5370
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5393
if 
  7@ == 1 
else_jump @BURGLAR_5434 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5434
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5476 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5476
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5492
jump @BURGLAR_5603 

:BURGLAR_5499
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5541 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5541
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5580 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5580
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 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(#CZ75)
Model.Destroy(#SAWN_OFF)
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_is_actor_in_dialogue_mode 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 sphere 0 on_foot 
else_jump @GFMEET_742 
gosub @GFMEET_3967 
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: get_actor 15@ task 1655 status_store_to 13@ // ret 7 if not found 
062E: get_actor 17@ task 1655 status_store_to 14@ // ret 7 if not found 
if and
04A4:   13@ == 7 // == constant 
04A4:   14@ == 7 // == constant 
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: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_959 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_959
6@ += 1 
jump @GFMEET_1351 

:GFMEET_973
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1066 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1048 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1048
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~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: AS_actor 15@ clear_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_is_actor_in_dialogue_mode 15@ 
  33@ > 9000 
else_jump @GFMEET_1297 
03E6: remove_text_box 
0647: AS_actor 15@ clear_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: AS_actor 15@ clear_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: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1490 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_1490
6@ += 1 
jump @GFMEET_1708 

:GFMEET_1504
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1586 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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 // = constant 
08C3: clear 7@ bit 3 
jump @GFMEET_1641 

:GFMEET_1633
04AE: $1233 = 316 // = constant 

:GFMEET_1641
6@ += 1 
jump @GFMEET_1708 

:GFMEET_1655
if 
  33@ > 6000 
else_jump @GFMEET_1701 
0647: AS_actor 15@ clear_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_3967 
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: get_actor 15@ task 1640 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2126 
0605: actor 15@ perform_animation "TAI_CHI_IN" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
6@ += 1 

:GFMEET_2126
jump @GFMEET_2397 

:GFMEET_2133
062E: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2205 
0605: actor 15@ perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1215752191 

:GFMEET_2205
if and
089B:   unknown_is_actor_in_dialogue_mode 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 "TAI_CHI_OUT" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
6@ += 1 
jump @GFMEET_2316 

:GFMEET_2309
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_2316
jump @GFMEET_2397 

:GFMEET_2323
gosub @GFMEET_3967 
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: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2624 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2624
jump @GFMEET_2667 

:GFMEET_2631
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2831 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2831
jump @GFMEET_2874 

:GFMEET_2838
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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 // = constant 
05AA: 19@s = 'GF_1A' // @s = 'short'  // ~z~Hi there, I'm Michelle. Can I get your number?
05AA: 21@s = 'GF_1C' // @s = 'short'  // ~z~Cool! I'll call you, we should hang out sometime!
05AA: 23@s = 'GF_1B' // @s = 'short'  // ~z~Whatever, your loss, asshole!
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(#CZ75)
else_jump @GFMEET_3106 
Model.Load(#CZ75)
wait 0 
jump @GFMEET_3074 

:GFMEET_3106
04AF: 13@ = 191 // = constant 
05AA: 19@s = 'GF_2A' // @s = 'short'  // ~z~Err, you want to go out sometime, buddy?
05AA: 21@s = 'GF_2C' // @s = 'short'  // ~z~Yeah, sure, I'd like to go out with you!
05AA: 23@s = 'GF_2B' // @s = 'short'  // ~z~Oh, get out of here you awful nuisance!
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(#CZ75)
else_jump @GFMEET_3234 
Model.Load(#CZ75)
wait 0 
jump @GFMEET_3202 

:GFMEET_3234
04AF: 13@ = 190 // = constant 
05AA: 19@s = 'GF_3A' // @s = 'short'  // ~z~Hi, I'm divorced with two kids, you still interested?
05AA: 21@s = 'GF_3C' // @s = 'short'  // ~z~Great, I'll give you a call. My name's Barbara by the way.
05AA: 23@s = 'GF_3B' // @s = 'short'  // ~z~Another useless bastard!
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 // = constant 
05AA: 19@s = 'GF_4A' // @s = 'short'  // ~z~Hey, I'm Katie. Wanna go out sometime?
05AA: 21@s = 'GF_4C' // @s = 'short'  // ~z~Oh great! I'll call you later!
05AA: 23@s = 'GF_4B' // @s = 'short'  // ~z~Suit yourself, it's your loss, asshole!
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 
Actor.GiveWeaponAndAmmo(15@, Pistol, 999999999)
Actor.WeaponAccuracy(15@) = 100

:GFMEET_3465
if 
  0@ == 3 
else_jump @GFMEET_3509 
Actor.GiveWeaponAndAmmo(15@, Pistol, 999999999)
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@ dismemberment_possible 0 
0568: set_actor 15@ untargetable 1 
Actor.SetImmunities(15@, 0, 0, 1, 1, 0)
Actor.Health(15@) = 200
05BA: AS_actor 15@ move_mouth -1 ms 
0961: set_actor 15@ keep_tasks_after_cleanup 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 is your girlfriend now.~N~Michelle can fix your car at her place Downtown for free.
jump @GFMEET_3910 

:GFMEET_3856
03E5: show_text_box 'GF_H002'  // Helena is your girlfriend now.~N~Helena has a hidden stock of 'tools' you might like back at her place up at Flint Range.
jump @GFMEET_3910 

:GFMEET_3874
03E5: show_text_box 'GF_H003'  // Barbara is your girlfriend now.~N~Barbara will get you out of jail for free. You can pick her up from the cop station in El Quebradas.
jump @GFMEET_3910 

:GFMEET_3892
03E5: show_text_box 'GF_H004'  // Katie is your girlfriend now.~N~Katie will get you out of hospital for free. You can pick her up for dates from her place in Paradiso.
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_3967 

:GFMEET_3952
04ED: load_animation "PARK" 
jump @GFMEET_3920 

:GFMEET_3967
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: enable_actor 15@ pain_audio 
jump @GFMEET_5405 

:GFMEET_4980
094E: set_actor 15@ mute_pain_audio 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: play_sound_of_actor 15@ soundslot $1233 unknown_flags 0 1 0 as $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: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 0 1 0 as $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@ mute_pain_audio 0 
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5356 
if 
  $1233 > 0 
else_jump @GFMEET_5349 
09D5: play_sound_of_actor 15@ soundslot $1233 unknown_flags 0 1 0 as $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: enable_actor 15@ pain_audio 
$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  // You've got to eat more to impress this lady, skinny boy!
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  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
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  // You have put on too much muscle! What did you have for breakfast, steroids?
jump @GFMEET_5625 

:GFMEET_5595
jump @GFMEET_5625 

:GFMEET_5602
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
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: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "GF_LIKES_PLAYER" $GIRL_PROGRESS(0@,6i) 
0663: printint "DESIRED_SEX_APPEAL" $GIRL_DESIRED_SEXAPPEAL(0@,6i) 
0663: printint "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: printstring "STATE0__" 
jump @GFMEET_6135 

:GFMEET_6030
0662: printstring "STATE1__" 
jump @GFMEET_6135 

:GFMEET_6049
0662: printstring "STATE2__" 
jump @GFMEET_6135 

:GFMEET_6068
0662: printstring "STATE3__" 
jump @GFMEET_6135 

:GFMEET_6087
0662: printstring "STATE4__" 
jump @GFMEET_6135 

:GFMEET_6106
0662: printstring "UNTRAPPED_STATE___" 
jump @GFMEET_6135 

:GFMEET_6135
0662: printstring "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)
28@ = Actor.CurrentCar(0@)

: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 // = constant 
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'  // You've abandoned your girlfriend. Your date is over.
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'  // You've abused your girlfriend. Your date is over!
1@ = 9 
2@ = 0 
return 
jump @GFDATE_1571 

:GFDATE_1558
04AE: $1233 = 313 // = constant 
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@ firing_weapon 
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 // = constant 

: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 // = constant 

: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 // = constant 

: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@ firing_weapon 
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 // == constant 
04A4:   26@ == 3 // == constant 
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 // = constant 
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) lock 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: disable_player $PLAYER_CHAR group_control_back 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) lock 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 // = constant 
04AE: $1234 = 240 // = constant 
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'  // Pick a place that your girl might like and take her there. Choose between fast-food, restaurant, bar or diner, as indicated on the map.

:GFDATE_4700
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_4729 
03E5: show_text_box 'GF_0037'  // Take your girl through areas she might like and watch your speed.

:GFDATE_4729
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_4758 
03E5: show_text_box 'GF_0038'  // Take your girl to a club and impress her with your dancing. Check the map to see where the closest club is located.

: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 // = constant 
04AE: $1234 = 242 // = constant 
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 // set_rubbish 
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_sky_colors_with_fade 0 
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: 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: disable_player $PLAYER_CHAR group_control_back 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 // set_rubbish 
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 // = constant 
jump @GFDATE_5740 

:GFDATE_5732
04AE: $1233 = 278 // = constant 

: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 // = constant 
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 // = constant 
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 // = constant 
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 // = constant 
jump @GFDATE_6385 

:GFDATE_6377
04AE: $1233 = 316 // = constant 

: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 // = constant 
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 // = constant 
33@ = 0 
25@ = 0 
2@ += 1 
jump @GFDATE_6588 

:GFDATE_6550
04AE: $1233 = 292 // = constant 
04AE: $1234 = 241 // = constant 
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 // = constant 
jump @GFDATE_6640 

:GFDATE_6632
04AE: $1233 = 296 // = constant 

: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'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~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 // = constant 
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 // = constant 
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 // = constant 
04AE: $1234 = 244 // = constant 
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 // = constant 
04AE: $1234 = 242 // = constant 
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 // = constant 
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: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
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: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_8463 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_8463 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_8463
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_8528 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
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 "PLAYA_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
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 "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
2@ = 6 
jump @GFDATE_9190 

:GFDATE_8868
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
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:   should_skip_cutscene 
else_jump @GFDATE_9224 
2@ = 6 
jump @GFDATE_11045 

:GFDATE_9224
if 
88B7:   not test 3@ bit 25 
else_jump @GFDATE_9609 
062E: get_actor 0@ task 1541 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
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 "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0605: actor 0@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
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:   should_skip_cutscene 
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 "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
0605: actor 0@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
04AE: $1233 = 285 // = constant 
33@ = 0 
2@ += 1 

:GFDATE_9849
jump @GFDATE_9863 

:GFDATE_9856
2@ = 6 

:GFDATE_9863
jump @GFDATE_11045 

:GFDATE_9870
if 
08D0:   should_skip_cutscene 
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 "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
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: disable_player $PLAYER_CHAR group_control_back 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 // = constant 
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 tilt 0.0 switchstyle 2 

:GFDATE_11571
2@ += 1 
jump @GFDATE_12448 

:GFDATE_11585
if 
08D0:   should_skip_cutscene 
else_jump @GFDATE_11612 
2@ = 5 
jump @GFDATE_12448 

:GFDATE_11612
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
2@ += 1 
jump @GFDATE_12448 

:GFDATE_11718
if 
08D0:   should_skip_cutscene 
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 "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // = constant 
33@ = 0 
2@ += 1 

:GFDATE_11936
jump @GFDATE_11950 

:GFDATE_11943
2@ = 5 

:GFDATE_11950
jump @GFDATE_12448 

:GFDATE_11957
if 
08D0:   should_skip_cutscene 
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 "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 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: disable_player $PLAYER_CHAR group_control_back 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'  // Go and get a nice car for your girlfriend!
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'  // Go and get a nice car for your girlfriend!
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'  // Go and get a nice car for your girlfriend!
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 tilt 0.0 switchstyle 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: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13159 
062E: get_actor 0@ task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13159 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GFDATE_13124 
28@ = Actor.CurrentCar($PLAYER_ACTOR)
05CA: AS_actor 0@ enter_car 28@ passenger_seat 0 time -1 
jump @GFDATE_13152 

:GFDATE_13124
28@ = Actor.CurrentCar(0@)
0676: AS_actor 0@ in_car 28@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 28@ passenger_seat 0 time -1 

:GFDATE_13152
2@ += 1 

:GFDATE_13159
jump @GFDATE_14645 

:GFDATE_13166
062E: get_actor $PLAYER_ACTOR task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13307 
062E: get_actor 0@ task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13307 
046C: 27@ = car 28@ driver 
if 
07D6:   27@ == $PLAYER_ACTOR // @ == $ (int) 
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'  // Use ~k~~VEHICLE_RADIO_STATION_UP~ and ~k~~VEHICLE_RADIO_STATION_DOWN~ to change radio station.
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: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
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: disable_player $PLAYER_CHAR group_control_back 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: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 1 // == constant 
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 tilt 0.0 switchstyle 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: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
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: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_14638 
28@ = Actor.CurrentCar(0@)
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 // = constant 
04AE: $1234 = 246 // = constant 

: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 change_course 0 unknown 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_actor 0@ die 
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: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_15076
if 
  $DANCE_SCORE >= 3000 
else_jump @GFDATE_15117 
08BA: set $390 bit 2 
04AE: $1233 = 279 // = constant 
jump @GFDATE_15132 

:GFDATE_15117
08C0: clear $390 bit 2 
04AE: $1233 = 278 // = constant 

: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: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
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: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_15862 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_15862 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_15862
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_15927 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
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 "GIFT_GIVE" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GIFT_GET" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
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 
Actor.GiveWeaponAndAmmo(0@, 25@, 0)
04AE: $1233 = 303 // = constant 
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: disable_player $PLAYER_CHAR group_control_back 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 // = constant 
jump @GFDATE_17534 

:GFDATE_17526
04AE: $1233 = 264 // = constant 

:GFDATE_17534
04AE: $1234 = 10 // = constant 
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 // = constant 
jump @GFDATE_17632 

:GFDATE_17624
04AE: $1233 = 266 // = constant 

:GFDATE_17632
04AE: $1234 = 10 // = constant 
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 // = constant 
jump @GFDATE_17732 

:GFDATE_17724
04AE: $1233 = 268 // = constant 

:GFDATE_17732
04AE: $1234 = 10 // = constant 
gosub @GFDATE_18725 
gosub @GFDATE_17816 
return 

:GFDATE_17755
if 
08B4:   test $390 bit 15 
else_jump @GFDATE_17814 
04AE: $1233 = 309 // = constant 
04AE: $1234 = 245 // = constant 
if 
   Player.Defined($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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 'FD 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@7FB: set_interior 'TSDINER' access 1  // Truck Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 1  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 1  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 1  // Cluckin' Bell
098E: set_interior 'UFOBAR' bitmask 512 flag 1  // Lil' Probe Inn
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 1  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 1  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 1  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 1  // Club
098E: set_interior 'BAR2' bitmask 512 flag 1  // Bar
jump @GFDATE_19073 

:GFDATE_19023
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_19073 
098E: set_interior 'BAR1' bitmask 256 flag 1  // Club
098E: 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 Stop
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Lil' Probe Inn
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 0  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 0  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 0  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
098E: set_interior 'BAR1' bitmask 256 flag 0  // Club
098E: 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 Stop
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'BAR1' access 0  // Club
07FB: set_interior 'BAR2' access 0  // Bar
07FB: set_interior 'UFOBAR' access 0  // Lil' 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 Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' 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_sky_color 4 fade 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_sky_color 4 fade 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_sky_color 4 fade 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_sky_color 4 fade 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_sky_color 4 fade 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_sky_color 5 fade 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_sky_color 6 fade 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_sky_color 4 fade 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_sky_color 4 fade 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_sky_color 4 fade 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_sky_color 4 fade 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@ = -1715.632 
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@ = 1192.862 
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 // = constant 

: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 // = constant 

: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'  // Press ~k~~PED_ANSWER_PHONE~ to give the gift
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'  // Press ~k~~PED_ANSWER_PHONE~ to kiss.
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@ firing_weapon 
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@ firing_weapon 
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 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26588
jump @GFDATE_26630 

:GFDATE_26595
if 
  32@ >= 30000 
else_jump @GFDATE_26630 
04AE: $1233 = 312 // = constant 
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 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26708
jump @GFDATE_26750 

:GFDATE_26715
if 
  32@ >= 30000 
else_jump @GFDATE_26750 
04AE: $1233 = 311 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26750
return 

:GFDATE_26752
if 
   Actor.Driving(0@)
else_jump @GFDATE_26817 
28@ = Actor.CurrentCar(0@)
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 // = constant 
04AE: $1240 = 545 // = constant 

:GFDATE_27429
if 
  $1239 == 1 
else_jump @GFDATE_27463 
04AE: $1239 = 192 // = constant 
04AE: $1240 = 557 // = constant 

:GFDATE_27463
if 
  $1239 == 3 
else_jump @GFDATE_27497 
04AE: $1239 = 190 // = constant 
04AE: $1240 = 599 // = constant 

:GFDATE_27497
if 
  $1239 == 2 
else_jump @GFDATE_27531 
04AE: $1239 = 191 // = constant 
04AE: $1240 = 568 // = constant 

:GFDATE_27531
if 
  $1239 == 4 
else_jump @GFDATE_27565 
04AE: $1239 = 193 // = constant 
04AE: $1240 = 442 // = constant 

:GFDATE_27565
if 
  $1239 == 5 
else_jump @GFDATE_27599 
04AE: $1239 = 194 // = constant 
04AE: $1240 = 533 // = constant 

: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 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
if 
04A3:   $1240 == 545 // == constant 
else_jump @GFDATE_27812 
0229: set_car $1238 primary_color_to 83 secondary_color_to 1 

:GFDATE_27812
if 
04A3:   $1240 == 442 // == constant 
else_jump @GFDATE_27840 
0229: set_car $1238 primary_color_to 1 secondary_color_to 1 

:GFDATE_27840
if 
04A3:   $1240 == 533 // == constant 
else_jump @GFDATE_27868 
0229: set_car $1238 primary_color_to 126 secondary_color_to 1 

:GFDATE_27868
$1237 = Actor.CreateAsDriver(CivFemale, $1239, $1238)
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 "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
03E5: show_text_box 'GF_H014'  // You've been spotted by another girlfriend. Quick, shake her off your tail!
$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: get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_28217 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_28180 
if and
0431:   car 28@ passenger_seat_free 0 
   Actor.InCar($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'  // You've managed to lose the jealous girlfriend. Well done.
$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: set_camera_directly_before_player 
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 "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
$1232 = 7 
04AE: $1233 = 293 // = constant 
$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: get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
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 "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // = constant 
$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 "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // = constant 
$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: get_actor 0@ task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_29695 
062E: get_actor $1237 task 1490 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
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: get_actor 0@ task 1485 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_29618 
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_29618
jump @GFDATE_29681 

:GFDATE_29625
062E: get_actor 0@ task 1873 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_29681 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 5000 change_course 0 unknown 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 // == constant 
else_jump @GFDATE_29800 
26@ = 0 

:GFDATE_29800
if 
04A3:   $1239 == 192 // == constant 
else_jump @GFDATE_29826 
26@ = 1 

:GFDATE_29826
if 
04A3:   $1239 == 190 // == constant 
else_jump @GFDATE_29852 
26@ = 3 

:GFDATE_29852
if 
04A3:   $1239 == 191 // == constant 
else_jump @GFDATE_29878 
26@ = 2 

:GFDATE_29878
if 
04A3:   $1239 == 193 // == constant 
else_jump @GFDATE_29904 
26@ = 4 

:GFDATE_29904
if 
04A3:   $1239 == 194 // == constant 
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'  // You have been discovered two-timing. Your date is over.
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 // == constant 
else_jump @GFDATE_30290 
26@ = 0 

:GFDATE_30290
if 
04A3:   $1239 == 192 // == constant 
else_jump @GFDATE_30316 
26@ = 1 

:GFDATE_30316
if 
04A3:   $1239 == 190 // == constant 
else_jump @GFDATE_30342 
26@ = 3 

:GFDATE_30342
if 
04A3:   $1239 == 191 // == constant 
else_jump @GFDATE_30368 
26@ = 2 

:GFDATE_30368
if 
04A3:   $1239 == 193 // == constant 
else_jump @GFDATE_30394 
26@ = 4 

:GFDATE_30394
if 
04A3:   $1239 == 194 // == constant 
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: enable_actor 0@ pain_audio 
jump @GFDATE_31285 

:GFDATE_30666
094E: set_actor 0@ mute_pain_audio 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: play_sound_of_actor 0@ soundslot $1233 unknown_flags 0 1 0 as $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: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 0 1 0 as $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@ mute_pain_audio 0 
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31042 
if 
  $1233 > 0 
else_jump @GFDATE_31035 
09D5: play_sound_of_actor 0@ soundslot $1233 unknown_flags 0 1 0 as $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: enable_actor 0@ pain_audio 
$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: play_sound_of_actor $1237 soundslot $1233 unknown_flags 0 1 0 as $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  // You better let her drive or she'll sulk all through the date...
jump @GFDATE_32405 

:GFDATE_31616
00BC: show_text_highpriority GXT 'GF_0061' time 5000 flag 1  // She wants to get naked with you!
jump @GFDATE_32405 

:GFDATE_31639
00BC: show_text_highpriority GXT 'GF_0044' time 5000 flag 1  // Here we go with the kinky shit...
jump @GFDATE_32405 

:GFDATE_31662
00BC: show_text_highpriority GXT 'GF_0022' time 5000 flag 1  // She wants you to drive her home! This could be it...
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 no, she is not enjoying herself! Quick, get her something to eat, or maybe a 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  // She is getting bored. Try harder to find an area she likes!
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  // She is losing her patience. Hardly a surprise, all she wants to do is go dancing!
jump @GFDATE_31824 

:GFDATE_31808
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!

:GFDATE_31824
jump @GFDATE_32405 

:GFDATE_31831
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!
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  // She seemed to have a good time, but she looks tired. You better take her home.
jump @GFDATE_32405 

:GFDATE_31900
00BC: show_text_highpriority GXT 'GF_0066' time 5000 flag 1  // Oh dear, it doesn't sound like she had a good time...
jump @GFDATE_32405 

:GFDATE_31923
00BC: show_text_highpriority GXT 'GF_0011' time 5000 flag 1  // Way to go, Casanova, she's dumped you! Oh well, there are plenty more fish in the sea.
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  // You've got to eat more to impress this lady, skinny boy!
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  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
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  // You have put on too much muscle! What did you have for breakfast, steroids?
jump @GFDATE_32405 

:GFDATE_32069
jump @GFDATE_32405 

:GFDATE_32076
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
jump @GFDATE_32405 

:GFDATE_32099
00BC: show_text_highpriority GXT 'GF_0034' time 5000 flag 1  // You have no idea how to treat a lady!
jump @GFDATE_32405 

:GFDATE_32122
00BC: show_text_highpriority GXT 'GF_0014' time 5000 flag 1  // This is it, she's inviting you in for coffee! Gird your loins for love...
jump @GFDATE_32405 

:GFDATE_32145
00BC: show_text_highpriority GXT 'GF_0033' time 5000 flag 1  // Yes, she wants another date! Soon she will be powerless to resist...
jump @GFDATE_32405 

:GFDATE_32168
jump @GFDATE_32405 

:GFDATE_32175
00BC: show_text_highpriority GXT 'GF_0024' time 5000 flag 1  // She wants to do a drive-by? This is one dangerous lady!
jump @GFDATE_32405 

:GFDATE_32198
00BC: show_text_highpriority GXT 'GF_0032' time 5000 flag 1  // Ah. There you go, you see. You bored her legs shut!
jump @GFDATE_32405 

:GFDATE_32221
00BC: show_text_highpriority GXT 'GF_0047' time 5000 flag 1  // She stole your car! You two have so much in common...
jump @GFDATE_32405 

:GFDATE_32244
00BC: show_text_highpriority GXT 'GF_0054' time 5000 flag 1  // You danced her socks off! Take her home and see what unfolds...
jump @GFDATE_32405 

:GFDATE_32267
00BC: show_text_highpriority GXT 'GF_0050' time 5000 flag 1  // This area seems to suit her...
jump @GFDATE_32405 

:GFDATE_32290
00BC: show_text_highpriority GXT 'GF_0051' time 5000 flag 1  // Sounds like she doesn't like this area...
jump @GFDATE_32405 

:GFDATE_32313
00BC: show_text_highpriority GXT 'GF_0070' time 5000 flag 1  // What were you thinking? this place is a dump!
jump @GFDATE_32405 

:GFDATE_32336
00BC: show_text_highpriority GXT 'GF_0072' time 5000 flag 1  // Oh man. RULE No.2: Try not to make your girl bleed on a date!
jump @GFDATE_32405 

:GFDATE_32359
00BC: show_text_highpriority GXT 'GF_0073' time 2500 flag 1  // You are driving too fast!
jump @GFDATE_32405 

:GFDATE_32382
00BC: show_text_highpriority GXT 'GF_0076' time 2500 flag 1  // You are driving too slowly!
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: disable_player $PLAYER_CHAR group_control_back 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: printint "IGF_TT_STATUS" $1236 
0663: printint v$9463 24@ 
0663: printint "ICURRENTCARHEALTH" 29@ 
0664: printfloat "FTEMP1_SPEED" 14@ 
0664: printfloat "FUN_TEMP" $9469 
0663: printint "TIMERB" 33@ 
0663: printint "DATE_TIMER" 32@ 
0663: printint "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: printstring "STATE0__DATE_INIT" 
jump @GFDATE_33683 

:GFDATE_33349
0662: printstring "STATE1__IDLE_ON_FOOT" 
jump @GFDATE_33683 

:GFDATE_33380
0662: printstring "STATE2__REACHED_DEST" 
jump @GFDATE_33683 

:GFDATE_33411
0662: printstring "STATE3__REACHED_HOME" 
jump @GFDATE_33683 

:GFDATE_33442
0662: printstring "STATE4__IDLE_IN_CAR" 
jump @GFDATE_33683 

:GFDATE_33472
0662: printstring "STATE5__DUMP_PLAYER" 
jump @GFDATE_33683 

:GFDATE_33502
0662: printstring "STATE6__KISS_ON_FOOT" 
jump @GFDATE_33683 

:GFDATE_33533
0662: printstring "STATE7__BLOWJOB_IN_CAR" 
jump @GFDATE_33683 

:GFDATE_33566
0662: printstring "STATE8__GIRL_DRIVES" 
jump @GFDATE_33683 

:GFDATE_33596
0662: printstring "STATE9__FLEE_PLAYER" 
jump @GFDATE_33683 

:GFDATE_33626
0662: printstring "STATE10__DANCE" 
jump @GFDATE_33683 

:GFDATE_33651
0663: printint "UNTRAPPED_STATE___" 1@ 
jump @GFDATE_33683 

:GFDATE_33683
0662: printstring "I__________________________I" 
return 
end_thread 

//-------------External script 26 (GF_SEX)---------------

:GFSEX
thread 'GFSEX' 
09BD: allow_other_threads_to_display_text_boxes 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 "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 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:   should_skip_cutscene 
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 "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // = constant 
33@ = 0 
8@ += 1 

:GFSEX_1416
jump @GFSEX_1705 

:GFSEX_1423
if 
08D0:   should_skip_cutscene 
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 "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
8@ += 1 

:GFSEX_1575
jump @GFSEX_1705 

:GFSEX_1582
062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
if 
04A4:   20@ == 7 // == constant 
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'  // Press ~k~~PED_SPRINT~ when the power bar is full~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~VEHICLE_ENTER_EXIT~ Quit
04F7: status_text $GFSEX_EXCITEMENT type 1 line 1 GXT 'GF_0017' // global_variable  // Excitement:
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 "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 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 "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 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 // = constant 
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 "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 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 // = constant 
04AE: $1234 = 237 // = constant 
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 "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 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 // = constant 
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  // Excitement:
08BD: set 9@ bit 13 
gosub @GFSEX_9199 
0512: show_permanent_text_box 'GF_0020'  // Push ~k~~GO_FORWARD~ and ~k~~GO_BACK~ in rhythm~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~PED_JUMPING~ Change position~n~~k~~VEHICLE_ENTER_EXIT~ Quit
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 "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 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: $1233 = 286 // = constant 
Player.CanMove($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 "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 289 // = constant 
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 "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 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:   should_skip_cutscene 
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 "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 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:   should_skip_cutscene 
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 "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
8@ += 1 

:GFSEX_5952
jump @GFSEX_6082 

:GFSEX_5959
062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
if 
04A4:   20@ == 7 // == constant 
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 "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
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 "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
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 "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
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($PLAYER_ACTOR)
else_jump @GFSEX_6860 
25@ = Actor.CurrentCar($PLAYER_ACTOR)
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: 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 // = constant 
33@ = 0 
8@ += 1 

:GFSEX_7215
jump @GFSEX_7563 

:GFSEX_7222
if 
  33@ > 3000 
else_jump @GFSEX_7277 
04AE: $1233 = 284 // = constant 
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 // = constant 
jump @GFSEX_7350 

:GFSEX_7343
04AE: $1234 = 117 // = constant 

: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 // = constant 
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 // = constant 
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 'MECGRL1' as 1 // models 290-299 

:GFSEX_7700
if 
823D:   not special_actor 1 loaded 
else_jump @GFSEX_7739 
wait 0 
023C: load_special_actor 'MECGRL1' 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: 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: 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 "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP "SEX" framedelta 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 "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP "SEX" framedelta 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 direction_offset_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: shake_player_controller 0 time 200 intensity 100 
04AE: $1233 = 283 // = constant 
04AE: $1234 = 116 // = constant 
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@ = sine 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 // = constant 
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: enable_actor 24@ pain_audio 
jump @GFSEX_13085 

:GFSEX_12660
094E: set_actor 24@ mute_pain_audio 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: play_sound_of_actor 24@ soundslot $1233 unknown_flags 1 1 1 as $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: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 1 1 1 as $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@ mute_pain_audio 0 
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_13036 
if 
  $1233 > 0 
else_jump @GFSEX_13029 
09D5: play_sound_of_actor 24@ soundslot $1233 unknown_flags 1 1 1 as $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: enable_actor 24@ pain_audio 
$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  // That's the spot! Remember; nice guys finish last!
jump @GFSEX_13246 

:GFSEX_13177
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
jump @GFSEX_13246 

:GFSEX_13200
00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1  // You the man! Oh yeah! You the man!
jump @GFSEX_13246 

:GFSEX_13223
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
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@ = 1192.862 
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: allow_other_threads_to_display_text_boxes 0 
end_thread 
return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0664: printfloat "STICK_POSITION" 17@ 
0663: printint "SHAGGIN_POSITION" 22@ 
0663: printint "I_EXCITEMENT" $GFSEX_EXCITEMENT 
0664: printfloat "ANIM_TIME" $GF_ANIM_TIME 
0663: printint "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: printstring "STATE0__" 
jump @GFSEX_14206 

:GFSEX_14101
0662: printstring "STATE1__" 
jump @GFSEX_14206 

:GFSEX_14120
0662: printstring "STATE2__" 
jump @GFSEX_14206 

:GFSEX_14139
0662: printstring "STATE3__" 
jump @GFSEX_14206 

:GFSEX_14158
0662: printstring "STATE4__" 
jump @GFSEX_14206 

:GFSEX_14177
0662: printstring "UNTRAPPED_STATE___" 
jump @GFSEX_14206 

:GFSEX_14206
0662: printstring "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 "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 2@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 1004.062 Z_angle 206.0 unknown_angle -206.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 2197.012 1602.852 1004.062 Z_angle 253.0 unknown_angle -253.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 2195.786 1606.363 1004.062 Z_angle 349.0 unknown_angle -349.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 2196.137 1603.521 1004.062 Z_angle 98.0 unknown_angle -98.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 2191.592 1601.286 1004.062 Z_angle 151.0 unknown_angle -151.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 2191.176 1604.874 1004.062 Z_angle 58.0 unknown_angle -58.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 2192.425 1606.971 1004.062 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 1143.676 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 firing_weapon 
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@ = 1143.676 
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 "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 4@ 
0615: define_AS_pack_begin 5@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 are_text_boxes_locked_to_any_thread 
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  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
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  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
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  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P3' time 10000 flag 1  // ~s~All the tracks are available now, and you can dance to beat your highest score.
16@ = 1 
15@ += 1 

:BAR_1877
jump @BAR_1884 

:BAR_1884
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
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 // = constant 
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 // = constant 
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 // = constant 
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 firing_weapon 
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 $PLAYER_ACTOR firing_weapon 
   Player.WantedLevel($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 
$9474 = 0 
gosub @STRIP_2509 
0615: define_AS_pack_begin 7@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 7@ 
0615: define_AS_pack_begin 8@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 8@ 
0615: define_AS_pack_begin 9@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 9@ 
if 
   Player.Defined($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~ To get a private dance: $100
jump @STRIP_1777 

:STRIP_1685
if 
  3@ == 2 
else_jump @STRIP_1721 
0512: show_permanent_text_box 'STR_03'  // You need at least $100 for a 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~ To throw money to stripper: $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 firing_weapon 
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: set_camera_directly_before_player 
if 
  $9476 == 0 
else_jump @STRIP_2956 
04AF: 5@ = 256 // = constant 
06D2: 28@v = "LAPDAN1" // @v = string 
$9476 += 1 
jump @STRIP_3039 

:STRIP_2956
if 
  $9476 == 1 
else_jump @STRIP_3010 
04AF: 5@ = 257 // = constant 
06D2: 28@v = "LAPDAN2" // @v = string 
$9476 += 1 
jump @STRIP_3039 

:STRIP_3010
04AF: 5@ = 246 // = constant 
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 28@v framedelta 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 28@v framedelta 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~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.
else_jump @STRIP_3499 
03E5: show_text_box 'STR_02'  // ~k~~PED_FIREWEAPON~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.

: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@ = 1207.846 
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@ = 1001.704 
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: get_actor $PLAYER_ACTOR task 1593 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // == constant 
else_jump @STRIP_5591 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLY_CASH" IFP "STRIP" framedelta 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$PLANES_DAYNAMES[1] = 'PLA_9' // s$  // SUNDAY
05A9: s$PLANES_DAYNAMES[2] = 'PLA_3' // s$  // MONDAY
05A9: s$PLANES_DAYNAMES[3] = 'PLA_4' // s$  // TUESDAY
05A9: s$PLANES_DAYNAMES[4] = 'PLA_5' // s$  // WEDNESDAY
05A9: s$PLANES_DAYNAMES[5] = 'PLA_6' // s$  // THURSDAY
05A9: s$PLANES_DAYNAMES[6] = 'PLA_7' // s$  // FRIDAY
05A9: s$PLANES_DAYNAMES[7] = 'PLA_8' // s$  // SATURDAY
$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 direction_offset_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 // == constant 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @PLANES_1260 
033E: set_draw_text_position 40.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.
jump @PLANES_1281 

:PLANES_1260
033E: set_draw_text_position 93.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.

: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_textures 
Model.Load(#AT400)
Model.Load(#GUN_PARA)
038B: load_requested_models 
0A48: enable_menu_access_in_widescreen_mode 1 
gosub @PLANES_3818 
04E4: 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 // == constant 
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 // == constant 
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 // == constant 
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'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
if 
  $9512 == 0 
else_jump @PLANES_2319 
00BC: show_text_highpriority GXT 'PLA_12' time 20000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
$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'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
if 
  $9512 == 0 
else_jump @PLANES_2569 
00BC: show_text_highpriority GXT 'PLA_11' time 5000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.

: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: 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
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Parachute, 1)
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'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.

: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'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
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_textures 
0826: enable_hud 1 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
end_thread 

:PLANES_3818
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
else_jump @PLANES_4574 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4574
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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'  // TICKET MACHINE

:PLANES_4625
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @PLANES_4664 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4664
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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'  // TICKET MACHINE

:PLANES_4715
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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'  // TICKET MACHINE

: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 // == constant 
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'  // OUT OF ORDER
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'  // OUT OF ORDER

: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'  // EXIT
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'  // DEPARTURE
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 207.0 GXT 'PLA_13'  // DESTINATION
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 267.0 GXT 'PLA_17'  // PRICE
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 // == constant 
else_jump @PLANES_5203 
033E: set_draw_text_position 92.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5203
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
else_jump @PLANES_5242 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5242
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @PLANES_5281 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5281
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
else_jump @PLANES_5320 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5320
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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 // == constant 
else_jump @PLANES_5419 
033E: set_draw_text_position 124.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5419
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
else_jump @PLANES_5458 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5458
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @PLANES_5497 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5497
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
else_jump @PLANES_5536 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5536
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
else_jump @PLANES_5575 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5575
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
else_jump @PLANES_5851 
033E: set_draw_text_position 337.0 368.0 GXT 'PLA_20'  // BUY

:PLANES_5851
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
else_jump @PLANES_5890 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5890
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @PLANES_5929 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5929
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
else_jump @PLANES_5968 
033E: set_draw_text_position 255.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5968
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
else_jump @PLANES_6007 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_6007
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
else_jump @PLANES_6283 
033E: set_draw_text_position 507.0 368.0 GXT 'PLA_21'  // EXIT

:PLANES_6283
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
else_jump @PLANES_6322 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6322
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @PLANES_6361 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6361
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
else_jump @PLANES_6400 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6400
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
else_jump @PLANES_6439 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6439
jump @PLANES_6706 

:PLANES_6446
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
else_jump @PLANES_6601 
033E: set_draw_text_position 241.0 368.0 GXT 'PLA_20'  // BUY
jump @PLANES_6622 

:PLANES_6601
033E: set_draw_text_position 191.0 368.0 GXT 'PLA_20'  // BUY

: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'  // EXIT

: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 // == constant 
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 FIERRO
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 VENTURAS

: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 // == constant 
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 SANTOS
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 VENTURAS

: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 // == constant 
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 SANTOS
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 FIERRO
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: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 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: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 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: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_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 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 
$TRAINS_TRAIN_HANDLE = Actor.CurrentCar($PLAYER_ACTOR)
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  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
$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 
$TRAINS_TRAIN_HANDLE = Actor.CurrentCar($PLAYER_ACTOR)
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

: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 
$TRAINS_TRAIN_HANDLE = Actor.CurrentCar($PLAYER_ACTOR)
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

: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 
$TRAINS_TRAIN_HANDLE = Actor.CurrentCar($PLAYER_ACTOR)
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'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
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 // = constant 
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 $PLAYER_ACTOR firing_weapon 
   Player.WantedLevel($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: allow_other_threads_to_display_text_boxes 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 // == constant 
else_jump @DANCE_941 
0954: start_playing_loaded_soundtrack 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 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 v$DANCE_ANIM_IFP framedelta 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  // Score:
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  // Score:
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 // == constant 
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 $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 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 v$DANCE_ANIM_IFP framedelta 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: set_soundtrack_paused 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: set_soundtrack_paused 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_dance_track 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 v$DANCE_ANIM_IFP framedelta 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 v$DANCE_ANIM_IFP framedelta 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_dance_track 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$5303 IFP v$DANCE_ANIM_IFP framedelta 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$DANCE_ANIM empty // v$ 
else_jump @DANCE_8129 
07B1: unknown_get_dance_track 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~Great timing!

:DANCE_8228
if 
  22@ == 2 
else_jump @DANCE_8262 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Well done!

:DANCE_8262
if 
  22@ == 3 
else_jump @DANCE_8296 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright!

:DANCE_8296
if 
  22@ == 0 
else_jump @DANCE_8330 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Too late!

:DANCE_8330
if 
  22@ == 4 
else_jump @DANCE_8364 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Too early!

:DANCE_8364
if 
  22@ == 10 
else_jump @DANCE_8398 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong!

:DANCE_8398
if 
  22@ == 11 
else_jump @DANCE_8432 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad 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~Synchronized!

:DANCE_8480
if 
  22@ == 2 
else_jump @DANCE_8514 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:DANCE_8514
if 
  22@ == 3 
else_jump @DANCE_8548 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:DANCE_8548
if 
  22@ == 0 
else_jump @DANCE_8582 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:DANCE_8582
if 
  22@ == 4 
else_jump @DANCE_8616 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:DANCE_8616
if 
  22@ == 10 
else_jump @DANCE_8650 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:DANCE_8650
if 
  22@ == 11 
else_jump @DANCE_8684 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

: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~The master!

:DANCE_8732
if 
  22@ == 2 
else_jump @DANCE_8766 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:DANCE_8766
if 
  22@ == 3 
else_jump @DANCE_8800 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:DANCE_8800
if 
  22@ == 0 
else_jump @DANCE_8834 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:DANCE_8834
if 
  22@ == 4 
else_jump @DANCE_8868 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:DANCE_8868
if 
  22@ == 10 
else_jump @DANCE_8902 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:DANCE_8902
if 
  22@ == 11 
else_jump @DANCE_8936 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

: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~PERFECT
29@ = 2 
jump @DANCE_9140 

:DANCE_9101
$9527 = 2 
32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
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~GOOD
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~GOOD
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~BAD
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~BAD
29@ = 0 

:DANCE_9456
28@ = 0 
26@ = 0 
27@ = 0 

:DANCE_9477
return 

:DANCE_9479
03E4: set_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'  // Are you sure? ~N~~k~~PED_SPRINT~ Confirm and quit.~N~~k~~VEHICLE_ENTER_EXIT~ Back to dance.
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~ Hold to quit.

: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 // == constant 
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: allow_other_threads_to_display_text_boxes 0 
end_thread 
return 

:DANCE_16964
0494: get_joystick 0 direction_offset_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: printstring v$DANCE_ANIM 
07B1: unknown_get_dance_track 1 store_to 13@ 13@ 13@ 
0663: printint "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 "SHP_TRAY_IN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "FOOD" framedelta 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 "FOOD" framedelta 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: get_actor 0@ task 1476 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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: get_actor 0@ task 1477 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @FFPNC_244 
05C5: AS_actor 0@ cower -2 ms 

:FFPNC_244
jump @FFPNC_287 

:FFPNC_251
062E: get_actor 0@ task 1476 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_916 
9@ += 1 
10@ = 0 
jump @BARSTAF_923 

:BARSTAF_916
8@ = -1 

:BARSTAF_923
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1123 
9@ += 1 
10@ = 0 
jump @BARSTAF_1130 

:BARSTAF_1123
8@ = -1 

:BARSTAF_1130
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1330 
9@ += 1 
10@ = 0 
jump @BARSTAF_1337 

:BARSTAF_1330
8@ = -1 

:BARSTAF_1337
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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 time -2 ms // versionA 
10@ += 1 
jump @BARSTAF_2083 

:BARSTAF_1577
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1621 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1621
jump @BARSTAF_2083 

:BARSTAF_1628
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1713 
Actor.Health(8@) = 99
0605: actor 0@ perform_animation "BARSERVE_ORDER" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
10@ += 1 

:BARSTAF_1713
jump @BARSTAF_2083 

:BARSTAF_1720
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1764 
074C: AS_actor 0@ goto_AS_origin 4@ 
10@ += 1 

:BARSTAF_1764
jump @BARSTAF_2083 

:BARSTAF_1771
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1866 
if 
  7@ == 0 
else_jump @BARSTAF_1859 
0605: actor 0@ perform_animation "BARSERVE_GLASS" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:BARSTAF_1859
10@ += 1 

:BARSTAF_1866
jump @BARSTAF_2083 

:BARSTAF_1873
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1927 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 time -2 ms // versionA 
10@ += 1 

:BARSTAF_1927
jump @BARSTAF_2083 

:BARSTAF_1934
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1978 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1978
jump @BARSTAF_2083 

:BARSTAF_1985
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_2076 
Actor.Health(8@) = 99
0605: actor 0@ perform_animation "BARSERVE_GIVE" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
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: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
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: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
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: printint "PEDSTATE" 9@ 
0663: printint "SUBSTATESTATUS" 10@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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(#CZ75)
else_jump @BOUNCER_88 
Model.Load(#CZ75)
jump @BOUNCER_60 

:BOUNCER_88
if 
   not Actor.Dead(0@)
else_jump @BOUNCER_187 
Actor.GiveWeaponAndAmmo(0@, Pistol, 99999999)
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: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1481 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BOUNCER_588 
05C9: AS_actor 0@ on_guard -1 ms 
6@ = 5000 

:BOUNCER_588
jump @BOUNCER_637 

:BOUNCER_595
062E: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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 firing_weapon 
else_jump @BOUNCER_799 
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1588 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @BOUNCER_792 
0634: AS_actor 0@ attack_using_weapon_actor $PLAYER_ACTOR flags 1 perform_actions_after_time 4000 chance_of_action 60 

:BOUNCER_792
jump @BOUNCER_843 

:BOUNCER_799
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "SHOP_CASHIER" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 0@ task 1476 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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@ dismemberment_possible 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 "FOOD" framedelta 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
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 "FOOD" framedelta 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
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 "FOOD" framedelta 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@ untargetable 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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@ dismemberment_possible 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$CURRENT_SHOP_GXT_NAME empty // s$ 
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCHAIR_3376 
if and
   not Actor.Dead(0@)
   Player.Defined($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: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "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 "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
4@ += 1 
jump @PCUSTOM_725 

:PCUSTOM_451
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @PCUSTOM_527 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:PCUSTOM_527
jump @PCUSTOM_725 

:PCUSTOM_534
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
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$CURRENT_SHOP_GXT_NAME empty // s$ 
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCUSTOM_890 
if 
   not Actor.Dead(0@)
else_jump @PCUSTOM_883 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "WTCHRACE_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @OTBWTCH_1058 

:OTBWTCH_429
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_517 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBWTCH_517
jump @OTBWTCH_1058 

:OTBWTCH_524
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_675 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_627 
0605: actor 0@ perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @OTBWTCH_668 

:OTBWTCH_627
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:OTBWTCH_668
4@ += 1 

:OTBWTCH_675
jump @OTBWTCH_1058 

:OTBWTCH_682
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_770 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBWTCH_770
jump @OTBWTCH_1058 

:OTBWTCH_777
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_926 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_879 
0605: actor 0@ perform_animation "WTCHRACE_WIN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @OTBWTCH_919 

:OTBWTCH_879
0605: actor 0@ perform_animation "WTCHRACE_LOSE" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBWTCH_919
4@ += 1 

:OTBWTCH_926
jump @OTBWTCH_1058 

:OTBWTCH_933
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_1008 
0605: actor 0@ perform_animation "WTCHRACE_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:OTBWTCH_1008
jump @OTBWTCH_1058 

:OTBWTCH_1015
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "BETSLP_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @OTBSLP_889 

:OTBSLP_427
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_513 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBSLP_513
jump @OTBSLP_889 

:OTBSLP_520
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_666 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBSLP_622 
0605: actor 0@ perform_animation "BETSLP_LKABT" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @OTBSLP_659 

:OTBSLP_622
0605: actor 0@ perform_animation "BETSLP_TNK" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBSLP_659
4@ += 1 

:OTBSLP_666
jump @OTBSLP_889 

:OTBSLP_673
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_759 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBSLP_759
jump @OTBSLP_889 

:OTBSLP_766
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_839 
0605: actor 0@ perform_animation "BETSLP_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:OTBSLP_839
jump @OTBSLP_889 

:OTBSLP_846
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
4@ += 1 
jump @OTBTILL_585 

:OTBTILL_459
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @OTBTILL_535 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:OTBTILL_535
jump @OTBTILL_585 

:OTBTILL_542
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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@ dismemberment_possible 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 "FOOD" framedelta 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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@ untargetable 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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@ dismemberment_possible 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$CURRENT_SHOP_GXT_NAME empty // s$ 
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHR_3312 
if and
   not Actor.Dead(0@)
   Player.Defined($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: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "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@ dismemberment_possible 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 "FOOD" framedelta 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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@ untargetable 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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 "FOOD" framedelta 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@ dismemberment_possible 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$CURRENT_SHOP_GXT_NAME empty // s$ 
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHL_3312 
if and
   not Actor.Dead(0@)
   Player.Defined($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: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "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: get_actor 0@ task 1481 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BARGUY_481 
05C9: AS_actor 0@ on_guard -2 ms 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_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 "BARCUSTOM_ORDER" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:BARGUY_570
jump @BARGUY_1033 

:BARGUY_577
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BARGUY_667 
0605: actor 0@ perform_animation "BARCUSTOM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_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 "BARCUSTOM_GET" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:BARGUY_747
jump @BARGUY_1033 

:BARGUY_754
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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 "DNK_STNDM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 
jump @BARGUY_933 

:BARGUY_891
0605: actor 0@ perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 

:BARGUY_933
4@ += 1 
jump @BARGUY_1033 

:BARGUY_947
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "ROULETTE_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @PEDROUL_982 

:PEDROUL_438
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_526 
0605: actor 0@ perform_animation "ROULETTE_BET" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 103 store_spoken_phrase_id_to 2@ 
4@ += 1 

:PEDROUL_526
jump @PEDROUL_982 

:PEDROUL_533
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_624 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "ROULETTE_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:PEDROUL_624
jump @PEDROUL_982 

:PEDROUL_631
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_806 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDROUL_746 
0605: actor 0@ perform_animation "ROULETTE_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 100 store_spoken_phrase_id_to 2@ 
jump @PEDROUL_799 

:PEDROUL_746
0605: actor 0@ perform_animation "ROULETTE_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 101 store_spoken_phrase_id_to 2@ 

:PEDROUL_799
4@ += 1 

:PEDROUL_806
jump @PEDROUL_982 

:PEDROUL_813
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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 "ROULETTE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:PEDROUL_932
jump @PEDROUL_982 

:PEDROUL_939
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "CARDS_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 
4@ += 1 
jump @PEDCARD_1319 

:PEDCARD_510
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_589 
0605: actor 0@ perform_animation "CARDS_PICK_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:PEDCARD_589
jump @PEDCARD_1319 

:PEDCARD_596
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_684 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:PEDCARD_684
jump @PEDCARD_1319 

:PEDCARD_691
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_865 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_805 
0605: actor 0@ perform_animation "CARDS_RAISE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 98 store_spoken_phrase_id_to 2@ 
jump @PEDCARD_858 

:PEDCARD_805
0605: actor 0@ perform_animation "CARDS_PICK_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 

:PEDCARD_858
4@ += 1 

:PEDCARD_865
jump @PEDCARD_1319 

:PEDCARD_872
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_970 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0947: actor 0@ speak_from_audio_table 95 store_spoken_phrase_id_to 2@ 
4@ += 1 

:PEDCARD_970
jump @PEDCARD_1319 

:PEDCARD_977
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_1146 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_1089 
0605: actor 0@ perform_animation "CARDS_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 96 store_spoken_phrase_id_to 2@ 
jump @PEDCARD_1139 

:PEDCARD_1089
0605: actor 0@ perform_animation "CARDS_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 94 store_spoken_phrase_id_to 2@ 

:PEDCARD_1139
4@ += 1 

:PEDCARD_1146
jump @PEDCARD_1319 

:PEDCARD_1153
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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 "CARDS_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:PEDCARD_1269
jump @PEDCARD_1319 

:PEDCARD_1276
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @PEDSLOT_1026 

:PEDSLOT_434
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_512 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
4@ += 1 

:PEDSLOT_512
jump @PEDSLOT_1026 

:PEDSLOT_519
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_606 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:PEDSLOT_606
jump @PEDSLOT_1026 

:PEDSLOT_613
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_763 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_717 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @PEDSLOT_756 

:PEDSLOT_717
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_756
4@ += 1 

:PEDSLOT_763
jump @PEDSLOT_1026 

:PEDSLOT_770
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_935 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_885 
0605: actor 0@ perform_animation "SLOT_WIN_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 104 store_spoken_phrase_id_to 2@ 
jump @PEDSLOT_928 

:PEDSLOT_885
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_928
4@ += 1 

:PEDSLOT_935
jump @PEDSLOT_1026 

:PEDSLOT_942
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @DANCER_811 
if 
  8@ == 1 
else_jump @DANCER_699 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_804 

:DANCER_699
if 
  8@ == 2 
else_jump @DANCER_764 
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_804 

:DANCER_764
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_804
4@ += 1 

:DANCER_811
jump @DANCER_1244 

:DANCER_818
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @DANCER_1024 
if 
  8@ == 1 
else_jump @DANCER_912 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1017 

:DANCER_912
if 
  8@ == 2 
else_jump @DANCER_977 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1017 

:DANCER_977
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_1017
4@ += 1 

:DANCER_1024
jump @DANCER_1244 

:DANCER_1031
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @DANCER_1237 
if 
  8@ == 1 
else_jump @DANCER_1125 
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1230 

:DANCER_1125
if 
  8@ == 2 
else_jump @DANCER_1190 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1230 

:DANCER_1190
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

: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: actor 0@ speak_from_audio_table 70 store_spoken_phrase_id_to 2@ 
9@ = 0 
jump @DANCER_1356 

:DANCER_1339
0947: actor 0@ speak_from_audio_table 73 store_spoken_phrase_id_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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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 "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_712
jump @STRIPW_765 

:STRIPW_719
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 
jump @STRIPW_1080 

:STRIPW_1041
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_1080
jump @STRIPW_1126 

:STRIPW_1087
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_1410
jump @STRIPW_1463 

:STRIPW_1417
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 
jump @STRIPW_1782 

:STRIPW_1739
0605: actor 0@ perform_animation "STR_B2A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 0 

:STRIPW_1782
jump @STRIPW_1828 

:STRIPW_1789
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_1996
jump @STRIPW_2049 

:STRIPW_2003
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
jump @STRIPW_2589 

:STRIPW_2546
0605: actor 0@ perform_animation "STR_C2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 2 

:STRIPW_2589
jump @STRIPW_2635 

:STRIPW_2596
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 5 

:STRIPW_2801
jump @STRIPW_2843 

:STRIPW_2808
0605: actor 0@ perform_animation "STR_C3" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 5 

:STRIPW_3009
jump @STRIPW_3051 

:STRIPW_3016
0605: actor 0@ perform_animation "STR_C2" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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 "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 5 

:STRIPW_3217
jump @STRIPW_3259 

:STRIPW_3224
0605: actor 0@ perform_animation "STR_C1" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

: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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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 "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:STRIPM_590
jump @STRIPM_1073 

:STRIPM_597
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_672 
0605: actor 0@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:STRIPM_672
jump @STRIPM_1073 

:STRIPM_679
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_764 
0209: 2@ = random_int_in_ranges 2000 5000 
0605: actor 0@ perform_animation "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:STRIPM_764
jump @STRIPM_1073 

:STRIPM_771
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_1023 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ >= 50 
else_jump @STRIPM_977 
0605: actor 0@ perform_animation "PUN_CASH" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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 "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:STRIPM_1016
4@ += 1 

:STRIPM_1023
jump @STRIPM_1073 

:STRIPM_1030
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "COPBROWSE_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @BROWSE_1145 

:BROWSE_452
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_549 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:BROWSE_549
jump @BROWSE_1145 

:BROWSE_556
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_725 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_667 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @BROWSE_718 

:BROWSE_667
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:BROWSE_718
4@ += 1 

:BROWSE_725
jump @BROWSE_1145 

:BROWSE_732
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_829 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:BROWSE_829
jump @BROWSE_1145 

:BROWSE_836
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_1004 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_947 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @BROWSE_997 

:BROWSE_947
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:BROWSE_997
4@ += 1 

:BROWSE_1004
jump @BROWSE_1145 

:BROWSE_1011
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_1095 
0605: actor 0@ perform_animation "COPBROWSE_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:BROWSE_1095
jump @BROWSE_1145 

:BROWSE_1102
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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@ dismemberment_possible 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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 "INT_OFFICE" framedelta 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@ dismemberment_possible 1 

:COPSIT_2288
end_thread 
return 

:COPSIT_2292
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPSIT_2635 
if and
   not Actor.Dead(0@)
   Player.Defined($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: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
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: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "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 "COPLOOK_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @COPLOOK_1298 

:COPLOOK_515
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_610 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:COPLOOK_610
jump @COPLOOK_1298 

:COPLOOK_617
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_782 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_726 
0605: actor 0@ perform_animation "COPLOOK_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @COPLOOK_775 

:COPLOOK_726
0605: actor 0@ perform_animation "COPLOOK_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:COPLOOK_775
4@ += 1 

:COPLOOK_782
jump @COPLOOK_1298 

:COPLOOK_789
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_884 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:COPLOOK_884
jump @COPLOOK_1298 

:COPLOOK_891
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_1057 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_1002 
0605: actor 0@ perform_animation "COPLOOK_THINK" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @COPLOOK_1050 

:COPLOOK_1002
0605: actor 0@ perform_animation "COPLOOK_WATCH" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:COPLOOK_1050
4@ += 1 

:COPLOOK_1057
jump @COPLOOK_1298 

:COPLOOK_1064
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_1159 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:COPLOOK_1159
jump @COPLOOK_1298 

:COPLOOK_1166
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_1248 
0605: actor 0@ perform_animation "COPLOOK_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:COPLOOK_1248
jump @COPLOOK_1298 

:COPLOOK_1255
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @TICKET_873 

:TICKET_387
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_465 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
4@ += 1 

:TICKET_465
jump @TICKET_873 

:TICKET_472
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_559 
0209: 2@ = random_int_in_ranges 5000 10000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:TICKET_559
jump @TICKET_873 

:TICKET_566
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_643 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:TICKET_643
jump @TICKET_873 

:TICKET_650
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_729 
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:TICKET_729
jump @TICKET_873 

:TICKET_736
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_823 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:TICKET_823
jump @TICKET_873 

:TICKET_830
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 firing_weapon 
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: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_520 
0605: actor 0@ perform_animation "SHOP_IN" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:SHOPPER_520
jump @SHOPPER_1055 

:SHOPPER_527
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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 "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:SHOPPER_667
jump @SHOPPER_1055 

:SHOPPER_674
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_828 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_779 
0605: actor 0@ perform_animation "SHOP_LOOKA" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @SHOPPER_821 

:SHOPPER_779
0605: actor 0@ perform_animation "SHOP_LOOKB" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SHOPPER_821
4@ += 1 

:SHOPPER_828
jump @SHOPPER_1055 

:SHOPPER_835
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_1005 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_945 
0605: actor 0@ perform_animation "SHOP_OUT" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @SHOPPER_1005 

:SHOPPER_945
0209: 2@ = random_int_in_ranges 3000 6000 
0605: actor 0@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ = 1 

:SHOPPER_1005
jump @SHOPPER_1055 

:SHOPPER_1012
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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: $SELLER_MODEL = 179 // = constant 
Model.Load($SELLER_MODEL)
Model.Load(#CZ75)
Model.Load(#GLOCK18C)
Model.Load(#MAC10)
Model.Load(#CHROMEGUN)
Model.Load(#GRENADE)
Model.Load(#ARMOUR)
Model.Load(#M4A1)
Model.Load(#SAWN_OFF)
Model.Load(#SNUB)
Model.Load(#SATCHEL)
Model.Load(#BOMB)
Model.Load(#SKS)
Model.Load(#SNIPER)
Model.Load(#AK74U)
Model.Load(#BAT)
Model.Load(#CPYTHON)
Model.Load(#SAIGA)
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 // s$ 
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' // s$ == short  // 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$CURRENT_SHOP_GXT_NAME // s$ 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_884
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN2' // s$ == short  // 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$CURRENT_SHOP_GXT_NAME // s$ 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_988
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN3' // s$ == short  // 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$CURRENT_SHOP_GXT_NAME // s$ 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_1092
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN4' // s$ == short  // 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$CURRENT_SHOP_GXT_NAME // s$ 
$AMMU_STAGE = 1 

:AMUNAT_1189
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN5' // s$ == short  // 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$CURRENT_SHOP_GXT_NAME // s$ 
$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 
  $11146 == 0 
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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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'  // A new weapon is available to buy.
$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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
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 "WEAPONS" framedelta 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 firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_2613 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
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: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
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: allow_other_threads_to_display_text_boxes 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~You don't have enough money to buy this item.
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
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 $Z_BUY_MARKER dont_warp_gang 
Actor.Angle($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: play_sound_of_actor $AMMU_SELLER soundslot 333 unknown_flags 0 0 1 as $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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
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~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
09D5: play_sound_of_actor $AMMU_SELLER soundslot 331 unknown_flags 0 0 1 as $10081 // extended 0947 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09BD: allow_other_threads_to_display_text_boxes 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 firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_3999 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
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($9637,12s) // s$ 
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
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 // == constant 
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 // = constant 

: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 "WEAPONS" framedelta 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 "WEAPONS" framedelta 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 "WEAPONS" framedelta 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 "WEAPONS" framedelta 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 // == constant 
else_jump @AMUNAT_5551 
0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int) 
$9578 += 1 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot $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~Buying this item will replace the weapon in this slot.

: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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
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 "WEAPONS" framedelta 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 "WEAPONS" framedelta 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 "WEAPONS" framedelta 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 "WEAPONS" framedelta 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~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$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 // == constant 
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: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $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~You cannot buy any more ammunition for this weapon.
09D5: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $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: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $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: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947 
00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1  // ~s~You cannot buy any more armor.
$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: play_sound_of_actor $AMMU_SELLER soundslot 324 unknown_flags 0 0 1 as $10081 // extended 0947 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$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'  // Weapon // Purchased
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'  // Cost
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~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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'  // Weapon
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'  // Cost
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~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$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~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$2420 = 0 
$2424 = 0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
$9544 = 0 
$9584 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9596 = 0 
$AMMU_STAGE = 0 
Model.Destroy(#CZ75)
Model.Destroy(#SNUB)
Model.Destroy(#CPYTHON)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SAWN_OFF)
Model.Destroy(#SAIGA)
Model.Destroy(#GRENADE)
Model.Destroy(#MAC10)
Model.Destroy(#M4A1)
Model.Destroy(#GLOCK18C)
Model.Destroy(#AK74U)
Model.Destroy(#BAT)
Model.Destroy(#SKS)
Model.Destroy(#SNIPER)
Model.Destroy(#ARMOUR)
Model.Destroy(#SATCHEL)
Model.Destroy(#BOMB)
03F0: enable_text_draw 0 
Model.Destroy($SELLER_MODEL)
Actor.DestroyInstantly($AMMU_SELLER)
08F8: display_stat_update_box 1 
0581: enable_radar 1 
09BD: allow_other_threads_to_display_text_boxes 0 
if 
  $5274 == 1 
else_jump @AMUNAT_8949 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
$5274 = 0 

:AMUNAT_8949
end_thread 
return 

:AMUNAT_8953
Object.Destroy($9543)
return 

:AMUNAT_8960
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant 
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 // == constant 
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 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant 
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 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant 
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 // == constant 
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 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant 
else_jump @AMUNAT_9710 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9710
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant 
else_jump @AMUNAT_9765 
06D1: v$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 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant 
else_jump @AMUNAT_9860 
06D1: v$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 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant 
else_jump @AMUNAT_9923 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9923
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant 
else_jump @AMUNAT_9978 
06D1: v$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($9616,12s) = 'GUN1' // s$  // Pistols
$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($9616,12s) = 'GUN2' // s$  // Shotguns
$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($9616,12s) = 'GUN3' // s$  // 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($9616,12s) = 'GUN4' // s$  // 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($9616,12s) = 'GUN5' // s$  // Assault
$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($9616,12s) = 'GUN6' // s$  // Rifles
$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($9616,12s) = 'GUN7' // s$  // Thrown
$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($9616,12s) = 'GUN8' // s$  // Armor
$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($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @AMUNAT_10912 

:AMUNAT_10984
return 

:AMUNAT_10986
if 
  $2420 == 0 
else_jump @AMUNAT_11386 
0512: show_permanent_text_box 'AMMU_H'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit.
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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$9549 == 'GUN1' // s$ == short  // Pistols
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 // s$ 
0084: $9633($9636,3i) = $9617($9636,3i) // (int) 
$9636 += 1 
jump @AMUNAT_11420 

:AMUNAT_11493
if 
05AD:   s$9549 == 'GUN2' // s$ == short  // Shotguns
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 // s$ 
0084: $9633($9636,3i) = $9620($9636,3i) // (int) 
$9636 += 1 
jump @AMUNAT_11518 

:AMUNAT_11591
if 
05AD:   s$9549 == 'GUN3' // s$ == short  // 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 // s$ 
0084: $9633($9636,3i) = $9623($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11616 

:AMUNAT_11689
if 
05AD:   s$9549 == 'GUN4' // s$ == short  // 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 // s$ 
0084: $9633($9636,3i) = $9625($9636,1i) // (int) 
$9636 += 1 
jump @AMUNAT_11714 

:AMUNAT_11787
if 
05AD:   s$9549 == 'GUN5' // s$ == short  // Assault
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 // s$ 
0084: $9633($9636,3i) = $9626($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11812 

:AMUNAT_11885
if 
05AD:   s$9549 == 'GUN6' // s$ == short  // Rifles
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 // s$ 
0084: $9633($9636,3i) = $9628($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11910 

:AMUNAT_11983
if 
05AD:   s$9549 == 'GUN7' // s$ == short  // Thrown
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 // s$ 
0084: $9633($9636,3i) = $9630($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_12008 

:AMUNAT_12081
if 
05AD:   s$9549 == 'GUN8' // s$ == short  // Armor
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 // s$ 
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($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @AMUNAT_12187 

:AMUNAT_12259
if 
  $2424 == 0 
else_jump @AMUNAT_12659 
0512: show_permanent_text_box 'AMMU_H2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back.
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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: $SELLER_MODEL = 180 // = constant 
Model.Load(#TATTOO_KIT)
0390: load_txd_dictionary 'LD_TATT' 
Model.Load($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 // s$ 
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' // s$ == short  // Tattoo Parlor
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 // s$ 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_750
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTOO' // s$ == short  // Tattoo Parlor
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 // s$ 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_845
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO3' // s$ == short  // Tattoo Parlor
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 // s$ 
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 "TATTOOS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
32@ = 0 
0947: actor $9645 speak_from_audio_table 330 store_spoken_phrase_id_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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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 firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
else_jump @TATTO_1786 
0947: actor $9645 speak_from_audio_table 327 store_spoken_phrase_id_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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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: allow_other_threads_to_display_text_boxes 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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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 $Z_BUY_MARKER dont_warp_gang 
Actor.Angle($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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
0947: actor $9645 speak_from_audio_table 333 store_spoken_phrase_id_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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0947: actor $9645 speak_from_audio_table 331 store_spoken_phrase_id_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 "TATTOOS" framedelta 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~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
Player.CanMove($PLAYER_CHAR) = True
09BD: allow_other_threads_to_display_text_boxes 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 "TATTOOS" framedelta 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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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: actor $9645 speak_from_audio_table 323 store_spoken_phrase_id_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 // Purchased
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'  // Cost
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  // You have already bought this item!
$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: actor $9645 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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 firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
else_jump @TATTO_6361 
0947: actor $9645 speak_from_audio_table 327 store_spoken_phrase_id_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 "TATTOOS" framedelta 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~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
$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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
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: actor $9645 speak_from_audio_table 326 store_spoken_phrase_id_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: actor $9645 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$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~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
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~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
$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_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
end_thread 
return 

:TATTO_8186
if 
  $2516 == 0 
else_jump @TATTO_8211 
04AE: $2547 = 4 // = constant 

:TATTO_8211
if 
  $2516 == 1 
else_jump @TATTO_8236 
04AE: $2547 = 5 // = constant 

:TATTO_8236
if 
  $2516 == 2 
else_jump @TATTO_8261 
04AE: $2547 = 6 // = constant 

:TATTO_8261
if 
  $2516 == 3 
else_jump @TATTO_8286 
04AE: $2547 = 7 // = constant 

:TATTO_8286
if 
  $2516 == 4 
else_jump @TATTO_8311 
04AE: $2547 = 8 // = constant 

:TATTO_8311
if 
  $2516 == 5 
else_jump @TATTO_8336 
04AE: $2547 = 9 // = constant 

:TATTO_8336
if 
  $2516 == 6 
else_jump @TATTO_8361 
04AE: $2547 = 10 // = constant 

:TATTO_8361
if 
  $2516 == 7 
else_jump @TATTO_8386 
04AE: $2547 = 11 // = constant 

:TATTO_8386
if 
  $2516 == 8 
else_jump @TATTO_8411 
04AE: $2547 = 12 // = constant 

:TATTO_8411
return 

:TATTO_8413
if 
04A3:   $2547 == 4 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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$9643 // s$ 
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($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @TATTO_10702 

:TATTO_10774
return 

:TATTO_10776
if 
  $2420 == 0 
else_jump @TATTO_11383 
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'LARMTP' // s$  // Upper Left Arm
05A9: s$2520 = 'LARMLW' // s$  // Lower Left Arm
05A9: s$2522 = 'RARMTP' // s$  // Upper Right Arm
05A9: s$2524 = 'RARMLW' // s$  // Lower Right Arm
05A9: s$2526 = 'BACK' // s$  // Back
05A9: s$2528 = 'LCHEST' // s$  // Left Chest
05A9: s$2530 = 'RCHEST' // s$  // Right Chest
05A9: s$2532 = 'BELLY' // s$  // Stomach
05A9: s$2534 = 'LBACK' // s$  // Lower Back
if 
  $9711 > 0 
else_jump @TATTO_10970 
05A9: s$2536 = 'TATREM' // s$  // Remove Tattoo
jump @TATTO_10984 

:TATTO_10970
05A9: s$2536 = 'DUMMY' // s$ 

:TATTO_10984
05A9: s$2538 = 'DUMMY' // s$ 
05A9: s$2540 = 'DUMMY' // s$ 
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a tattoo.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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'  // Cost
$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 // = constant 
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 // = constant 
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($9724,12s) = 'LARMTP' // s$  // Upper Left Arm
jump @TATTO_12637 

:TATTO_12437
05A9: $2450($9724,12s) = 'LARMLW' // s$  // Lower Left Arm
jump @TATTO_12637 

:TATTO_12462
05A9: $2450($9724,12s) = 'RARMTP' // s$  // Upper Right Arm
jump @TATTO_12637 

:TATTO_12487
05A9: $2450($9724,12s) = 'RARMLW' // s$  // Lower Right Arm
jump @TATTO_12637 

:TATTO_12512
05A9: $2450($9724,12s) = 'BACK' // s$  // Back
jump @TATTO_12637 

:TATTO_12537
05A9: $2450($9724,12s) = 'LCHEST' // s$  // Left Chest
jump @TATTO_12637 

:TATTO_12562
05A9: $2450($9724,12s) = 'RCHEST' // s$  // Right Chest
jump @TATTO_12637 

:TATTO_12587
05A9: $2450($9724,12s) = 'BELLY' // s$  // Stomach
jump @TATTO_12637 

:TATTO_12612
05A9: $2450($9724,12s) = 'LBACK' // s$  // Lower Back
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($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @TATTO_12666 

:TATTO_12716
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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'  // Cost
$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 // == constant 
04A3:   $2547 == 12 // == constant 
else_jump @TATTO_13588 
if 
   not Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_LOOP_P"
else_jump @TATTO_13542 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_IN_P" IFP "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 // == constant 
04A3:   $2547 == 12 // == constant 
else_jump @TATTO_14049 
if 
   Actor.Animation($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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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 "TATTOOS" framedelta 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' // s$ == short  // Barber
else_jump @BARB_558 
04AE: $SELLER_MODEL = 156 // = constant 

:BARB_558
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // s$ == short  // Barber
else_jump @BARB_591 
04AE: $SELLER_MODEL = 177 // = constant 

:BARB_591
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // s$ == short  // Barber
else_jump @BARB_624 
04AE: $SELLER_MODEL = 176 // = constant 

: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 // s$ 
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' // s$ == short  // Barber
else_jump @BARB_851 
$9794 = 0.0 
$9795 = 0.0 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_851
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // s$ == short  // Barber
else_jump @BARB_933 
$9794 = 6.987 
$9795 = -61.401 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_933
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // s$ == short  // Barber
else_jump @BARB_1015 
$9794 = 0.371 
$9795 = -31.421 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // s$ 
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 "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 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 time 8000 ms // versionA 
05D3: AS_actor -1 goto_point $9791 $9792 $9793 mode 4 time 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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
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 firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
else_jump @BARB_2181 
0647: AS_actor $9731 clear_look_task 
0947: actor $9731 speak_from_audio_table 327 store_spoken_phrase_id_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: actor $9731 speak_from_audio_table 330 store_spoken_phrase_id_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: AS_actor $9731 clear_look_task 
$9797 = 0 
$9744 = 3 

:BARB_2335
jump @BARB_2387 

:BARB_2342
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
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: allow_other_threads_to_display_text_boxes 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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
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 $Z_BUY_MARKER dont_warp_gang 
Actor.Angle($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 "HAIRCUTS" framedelta 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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
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 "HAIRCUTS" framedelta 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: actor $9731 speak_from_audio_table 333 store_spoken_phrase_id_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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
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 "HAIRCUTS" framedelta 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 $9731 perform_animation "BRB_CUT" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0794: restore_player_clothes 
Player.Build($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 "HAIRCUTS" framedelta 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 "HAIRCUTS" framedelta 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 "HAIRCUTS" framedelta 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: actor $9731 speak_from_audio_table 331 store_spoken_phrase_id_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: get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
if 
84A3:   not  $9752 == 7 // == constant 
else_jump @BARB_4456 
062E: 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: AS_actor $9731 clear_look_task 
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09BD: allow_other_threads_to_display_text_boxes 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 firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
else_jump @BARB_4719 
0947: actor $9731 speak_from_audio_table 327 store_spoken_phrase_id_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$9742 // s$ 
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 "HAIRCUTS" framedelta 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 "HAIRCUTS" framedelta 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 "HAIRCUTS" framedelta 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 "HAIRCUTS" framedelta 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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
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~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
$2544 = 0 
$2545 = 0 
$9797 = 2 

:BARB_5629
if 
00E1:   player 0 pressed_key 15 
else_jump @BARB_5675 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
$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: actor $9731 speak_from_audio_table 323 store_spoken_phrase_id_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' // s$ == short  // Barber
else_jump @BARB_6284 
if or
05AD:   s$9742 == 'TASH' // s$ == short  // Cesar & 'stash
05AD:   s$9742 == 'GOATEE' // s$ == short  // Cesar & Goatee
05AD:   s$9742 == 'BEARD' // s$ == short  // Cesar & Beard
05AD:   s$9742 == 'AFROT' // s$ == short  // Afro & 'stash
05AD:   s$9742 == 'AFROB' // s$ == short  // Afro & Beard
05AD:   s$9742 == 'AFROGOT' // s$ == short  // Afro & Goatee
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$CURRENT_SHOP_GXT_NAME == 'BARBER2' // s$ == short  // Barber
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$CURRENT_SHOP_GXT_NAME == 'BARBER3' // s$ == short  // Barber
else_jump @BARB_6663 
if or
05AD:   s$9742 == 'BLADBEA' // s$ == short  // Bald & Beard
05AD:   s$9742 == 'BALDTSH' // s$ == short  // Bald & 'stash
05AD:   s$9742 == 'BALDGOT' // s$ == short  // Bald & Goatee
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 "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9754 IFP "HAIRCUTS" framedelta 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: actor $9731 speak_from_audio_table 322 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'BARBNO' time 5000 flag 1  // ~s~You have already bought this!
$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: actor $9731 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$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 "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 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~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
$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~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
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: allow_other_threads_to_display_text_boxes 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~ = Buy~N~~k~~VEHICLE_ENTER_EXIT~ = Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Barbers
jump @BARB_8092 

:BARB_7851
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Barbers
jump @BARB_8092 

:BARB_7913
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Barbers
jump @BARB_8092 

:BARB_7975
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Barbers
jump @BARB_8092 

:BARB_8037
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Barbers

: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'  // Hairstyle
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'  // Cost
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$9742 // s$ 
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($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @BARB_8615 

:BARB_8687
return 

:BARB_8689
if 
  $2420 == 0 
else_jump @BARB_9362 
0512: show_permanent_text_box 'BARB_H1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a haircut.~n~~k~~PED_SPRINT~ = View~n~~k~~VEHICLE_ENTER_EXIT~ = Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Barbers
jump @BARB_9021 

:BARB_8780
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Barbers
jump @BARB_9021 

:BARB_8842
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Barbers
jump @BARB_9021 

:BARB_8904
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Barbers
jump @BARB_9021 

:BARB_8966
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Barbers

: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]  // Hairstyle
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'  // Cost
$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: allow_other_threads_to_display_text_boxes 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 $9881 dont_warp_gang 
Actor.Angle($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 "CLOTHES" framedelta 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($9872,12s) == 'REMOVE' // s$ == short 
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
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 "CLOTHES" framedelta 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: allow_other_threads_to_display_text_boxes 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($9872,12s) == 'REMOVE' // s$ == short 
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($9872,12s) == 'UNIFORM' // s$ == short 
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($9872,12s) == 'UNIFORM' // s$ == short 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
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($9872,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_3835 
$SELECTED_MENU_ITEM = 0 
$SHOPPINGITEM_MODELCRC = 0 
0084: $SHOPPINGITEM_BODYPART = $2486($9971,12i) // (int) 
05A9: s$9806 = $9897($9971,12s) // s$ 
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($9971,12s) // s$ 

:WARROBE_3879
if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 14 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 15 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 16 // == constant 
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 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 2 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 3 // == constant 
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 "CLOTHES" framedelta 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($9872,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_4377 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9864 IFP "CLOTHES" framedelta 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 "CLOTHES" framedelta 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 "CLOTHES" framedelta 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'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$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'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$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($9872,12s) == 'REMOVE' // s$ == short 
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 "CLOTHES" framedelta 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~You are not wearing anything to remove!
$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 "CLOTHES" framedelta 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  // You are already wearing this item!
$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 "CLOTHES" framedelta 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 "CLOTHES" framedelta 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($9872,12s) == 'REMOVE' // s$ == short 
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($9872,12s) == 'UNIFORM' // s$ == short 
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'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$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'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$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: allow_other_threads_to_display_text_boxes 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) // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
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:   item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 
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($9896,12s) = 'TORSO' // s$  // Torso
04AE: $9953($9896,12i) = 0 // = constant 
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($9896,12s) = 'LEGS' // s$  // Legs
04AE: $9953($9896,12i) = 2 // = constant 
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($9896,12s) = 'FEET' // s$  // Shoes
04AE: $9953($9896,12i) = 3 // = constant 
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($9896,12s) = 'CHAINS' // s$  // Chains
04AE: $9953($9896,12i) = 13 // = constant 
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($9896,12s) = 'WATCHES' // s$  // Watches
04AE: $9953($9896,12i) = 14 // = constant 
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($9896,12s) = 'SHADES' // s$  // Shades
04AE: $9953($9896,12i) = 15 // = constant 
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($9896,12s) = 'HATS' // s$  // Hats
04AE: $9953($9896,12i) = 16 // = constant 
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($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @WARROBE_8070 

:WARROBE_8120
return 

:WARROBE_8122
if 
  $9965 == 0 
else_jump @WARROBE_8522 
0512: show_permanent_text_box 'WARDH2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Apparel
jump @WARROBE_8454 

:WARROBE_8213
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Apparel
jump @WARROBE_8454 

:WARROBE_8275
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Apparel
jump @WARROBE_8454 

:WARROBE_8337
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Apparel
jump @WARROBE_8454 

:WARROBE_8399
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Apparel

: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:   item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 
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$9806 // s$ 
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($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @WARROBE_8783 

:WARROBE_8833
return 

:WARROBE_8835
if 
  $9970 == 0 
else_jump @WARROBE_9290 
0512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Apparel
jump @WARROBE_9167 

:WARROBE_8926
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Apparel
jump @WARROBE_9167 

:WARROBE_8988
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Apparel
jump @WARROBE_9167 

:WARROBE_9050
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Apparel
jump @WARROBE_9167 

:WARROBE_9112
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Apparel

: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 // == constant 
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  // Apparel
jump @WARROBE_9698 

:WARROBE_9457
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Apparel
jump @WARROBE_9698 

:WARROBE_9519
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Apparel
jump @WARROBE_9698 

:WARROBE_9581
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Apparel
jump @WARROBE_9698 

:WARROBE_9643
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Apparel

:WARROBE_9698
08D6: set_panel $9871 column 0 alignment 1 
if 
  $2549 == 1 
else_jump @WARROBE_9768 
05A9: $9897($9896,12s) = 'SHOP1' // s$  // Binco
05A9: $9921($9896,12s) = 'CSCHP' // s$  // Binco
$9896 += 1 

:WARROBE_9768
if 
  $2550 == 1 
else_jump @WARROBE_9829 
05A9: $9897($9896,12s) = 'SHOP2' // s$  // Pro-Laps
05A9: $9921($9896,12s) = 'CSSPRT' // s$  // Pro-Laps
$9896 += 1 

:WARROBE_9829
if 
  $2551 == 1 
else_jump @WARROBE_9890 
05A9: $9897($9896,12s) = 'SHOP3' // s$  // Sub Urban
05A9: $9921($9896,12s) = 'LACS1' // s$  // Sub Urban
$9896 += 1 

:WARROBE_9890
if 
  $2552 == 1 
else_jump @WARROBE_9951 
05A9: $9897($9896,12s) = 'SHOP4' // s$  // Zip
05A9: $9921($9896,12s) = 'CLOTHGP' // s$  // Zip
$9896 += 1 

:WARROBE_9951
if 
  $2553 == 1 
else_jump @WARROBE_10012 
05A9: $9897($9896,12s) = 'SHOP5' // s$  // Victim
05A9: $9921($9896,12s) = 'CSDESGN' // s$  // Victim
$9896 += 1 

:WARROBE_10012
if 
  $2554 == 1 
else_jump @WARROBE_10073 
05A9: $9897($9896,12s) = 'SHOP6' // s$  // Didier Sachs
05A9: $9921($9896,12s) = 'CSEXL' // s$  // Didier Sachs
$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($9896,12s) = 'SHOP7' // s$  // Special
05A9: $9921($9896,12s) = 'UNIFORM' // s$ 
$9896 += 1 

:WARROBE_10233
if 
  $9975 == 1 
else_jump @WARROBE_10294 
05A9: $9897($9896,12s) = 'REMCLT' // s$  // Remove Items
05A9: $9921($9896,12s) = 'REMOVE' // s$ 
$9896 += 1 

:WARROBE_10294
0084: $2515 = $9896 // (int) 

:WARROBE_10302
if 
  12 > $2515 
else_jump @WARROBE_10352 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @WARROBE_10302 

:WARROBE_10352
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
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($9872,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_10489 
0512: show_permanent_text_box 'REMOH2'  // ~k~~PED_SPRINT~ Keep~N~~k~~VEHICLE_ENTER_EXIT~ Back
jump @WARROBE_10500 

:WARROBE_10489
0512: show_permanent_text_box 'WARDH4'  // ~k~~PED_SPRINT~ Wear~N~~k~~VEHICLE_ENTER_EXIT~ Back

: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  // Apparel
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  // Apparel
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'  // Clothes Changed
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" // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
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$9806 // s$ 
0084: $2474($9968,12i) = $SHOPPINGITEM_MODELCRC // (int) 
04AE: $2547 = 17 // = constant 
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$9806 == 'GIMP' // s$ == short  // Gimp Suit
else_jump @WARROBE_11154 
$9968 += 1 

:WARROBE_11154
if and
  $VALET_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'VALETU' // s$ == short  // Valet Uniform
else_jump @WARROBE_11193 
$9968 += 1 

:WARROBE_11193
if and
  $RURAL_CLOTHES_AVAILABLE == 1 
05AD:   s$9806 == 'COUNTRY' // s$ == short  // Rural Clothes
else_jump @WARROBE_11232 
$9968 += 1 

:WARROBE_11232
if and
  $CROUPIER_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'CROUP' // s$ == short  // Croupier
else_jump @WARROBE_11271 
$9968 += 1 

:WARROBE_11271
if and
  $COP_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'POLICE' // s$ == short  // Cop
else_jump @WARROBE_11310 
$9968 += 1 

:WARROBE_11310
if and
  $MEDIC_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'PAMEDIC' // s$ == short  // Medic Uniform
else_jump @WARROBE_11349 
$9968 += 1 

:WARROBE_11349
if and
  $PIMP_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'PIMPSUT' // s$ == short  // Pimp Suit
else_jump @WARROBE_11388 
$9968 += 1 

:WARROBE_11388
if and
  $RACING_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'RDRIVER' // s$ == short  // Racing Suit
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($2515,12s) = 'DUMMY' // s$ 
$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 // == constant 
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  // Apparel
jump @WARROBE_11857 

:WARROBE_11616
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Apparel
jump @WARROBE_11857 

:WARROBE_11678
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Apparel
jump @WARROBE_11857 

:WARROBE_11740
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Apparel
jump @WARROBE_11857 

:WARROBE_11802
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Apparel

: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($9896,12s) = 'TORSO' // s$  // Torso
04AE: $2486($9896,12i) = 0 // = constant 
$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($9896,12s) = 'LEGS' // s$  // Legs
04AE: $2486($9896,12i) = 2 // = constant 
$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($9896,12s) = 'FEET' // s$  // Shoes
04AE: $2486($9896,12i) = 3 // = constant 
$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($9896,12s) = 'CHAINS' // s$  // Chains
04AE: $2486($9896,12i) = 13 // = constant 
$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($9896,12s) = 'WATCHES' // s$  // Watches
04AE: $2486($9896,12i) = 14 // = constant 
$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($9896,12s) = 'SHADES' // s$  // Shades
04AE: $2486($9896,12i) = 15 // = constant 
$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($9896,12s) = 'HATS' // s$  // Hats
04AE: $2486($9896,12i) = 16 // = constant 
$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($9896,12s) = 'SHOP7' // s$  // Special
04AE: $2486($9896,12i) = 17 // = constant 
$9896 += 1 

:WARROBE_12402
0084: $2515 = $9896 // (int) 

:WARROBE_12410
if 
  12 > $2515 
else_jump @WARROBE_12460 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @WARROBE_12410 

:WARROBE_12460
0512: show_permanent_text_box 'REMOH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Remove Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
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' // s$ == short  // Sub Urban
else_jump @CLOTH_577 
04AE: $SELLER_MODEL = 211 // = constant 
$10028 = -371 

:CLOTH_577
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // s$ == short  // Binco
else_jump @CLOTH_618 
04AE: $SELLER_MODEL = 211 // = constant 
$10028 = -370 

:CLOTH_618
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // s$ == short  // Pro-Laps
else_jump @CLOTH_659 
04AE: $SELLER_MODEL = 217 // = constant 
$10028 = -372 

:CLOTH_659
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // s$ == short  // Zip
else_jump @CLOTH_700 
04AE: $SELLER_MODEL = 211 // = constant 
$10028 = -373 

:CLOTH_700
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // s$ == short  // Victim
else_jump @CLOTH_741 
04AE: $SELLER_MODEL = 211 // = constant 
$10028 = -374 

:CLOTH_741
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // s$ == short  // Didier Sachs
else_jump @CLOTH_782 
04AE: $SELLER_MODEL = 217 // = constant 
$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($PLAYER_CHAR)
else_jump @CLOTH_6928 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
else_jump @CLOTH_6914 
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 
  $9990 == 0 
else_jump @CLOTH_1882 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // s$ == short  // 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 // s$ 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1098
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // s$ == short  // 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 // s$ 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1233
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // s$ == short  // Pro-Laps
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 // s$ 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1368
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // s$ == short  // Zip
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 // s$ 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1503
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // s$ == short  // Victim
else_jump @CLOTH_1747 
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 
$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 // s$ 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1747
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // s$ == short  // Didier Sachs
else_jump @CLOTH_1882 
$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 // s$ 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1882
if 
  $9990 == 1 
else_jump @CLOTH_2333 
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: actor $9981 speak_from_audio_table 332 store_spoken_phrase_id_to $10081 
$SHOW_SHOP_SPHERE = 1 
$9990 = 2 

:CLOTH_2333
if 
  $9990 == 2 
else_jump @CLOTH_2749 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_2382 
gosub @CLOTH_7216 

:CLOTH_2382
if 
   not Actor.Dead($9981)
else_jump @CLOTH_2704 
if 
  $9986 == 0 
else_jump @CLOTH_2652 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
  $1258 == 1 
else_jump @CLOTH_2486 
0947: actor $9981 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
$9986 = 1 
jump @CLOTH_2559 

:CLOTH_2486
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @CLOTH_2559 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CLOTH_2559 
$9990 = 3 

:CLOTH_2559
if 
  $9988 == 0 
else_jump @CLOTH_2645 
if 
0105:   actor $PLAYER_ACTOR near_actor $9981 radius 8.0 8.0 3.0 sphere 0 on_foot 
else_jump @CLOTH_2638 
0947: actor $9981 speak_from_audio_table 328 store_spoken_phrase_id_to $10081 
$9988 = 1 
jump @CLOTH_2645 

:CLOTH_2638
$9988 = 0 

:CLOTH_2645
jump @CLOTH_2697 

:CLOTH_2652
gosub @CLOTH_6942 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_2690 
gosub @CLOTH_7216 

:CLOTH_2690
jump @CLOTH_816 

:CLOTH_2697
jump @CLOTH_2749 

:CLOTH_2704
gosub @CLOTH_6942 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_2742 
gosub @CLOTH_7216 

:CLOTH_2742
jump @CLOTH_816 

:CLOTH_2749
if 
  $9990 == 3 
else_jump @CLOTH_2884 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_2870 
Player.CanMove($PLAYER_CHAR) = False
09BD: allow_other_threads_to_display_text_boxes 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_2884 

:CLOTH_2870
gosub @CLOTH_7216 
jump @CLOTH_816 

:CLOTH_2884
if 
  $9990 == 4 
else_jump @CLOTH_3397 
if 
   Actor.Dead($9981)
else_jump @CLOTH_2963 
gosub @CLOTH_6942 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_2956 
gosub @CLOTH_7216 

:CLOTH_2956
jump @CLOTH_816 

:CLOTH_2963
if 
  $9998 == 0 
else_jump @CLOTH_3304 
if 
  32@ >= 300 
else_jump @CLOTH_3304 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $10008 $10009 $10010 dont_warp_gang 
Actor.Angle($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_3114 
Actor.PutAt($9981, $10024, $10025, $10026)
Actor.Angle($9981) = $10027

:CLOTH_3114
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 "CLOTHES" framedelta 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_3242 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3242
if 
03CA:   object $9989 exists 
else_jump @CLOTH_3297 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3297
$9998 = 1 

:CLOTH_3304
if 
  $9998 == 1 
else_jump @CLOTH_3397 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @CLOTH_3362 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3362
if 
  $9991 == 1.0 
else_jump @CLOTH_3397 
$9998 = 0 
$9990 = 5 

:CLOTH_3397
if 
  $9990 == 5 
else_jump @CLOTH_4085 
if 
   Actor.Dead($9981)
else_jump @CLOTH_3476 
gosub @CLOTH_6942 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_3469 
gosub @CLOTH_7216 

:CLOTH_3469
jump @CLOTH_816 

:CLOTH_3476
if 
  $2420 == 0 
else_jump @CLOTH_3519 
if 
  1 > $9998 
else_jump @CLOTH_3519 
gosub @CLOTH_8432 

:CLOTH_3519
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_3592 
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_3568 
$9998 = 1 

:CLOTH_3568
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_3592 
$9998 = 2 

:CLOTH_3592
if 
  $9998 == 1 
else_jump @CLOTH_3713 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_3713 
08D8: $2516 = panel $2419 selected_row 
if 
  0 > $2516 
else_jump @CLOTH_3660 
$2516 = 0 

:CLOTH_3660
gosub @CLOTH_7576 
$9990 = 6 
if 
  $2420 == 1 
else_jump @CLOTH_3706 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_3706
$9998 = 0 

:CLOTH_3713
if 
  $9998 == 2 
else_jump @CLOTH_3921 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CLOTH_3921 
if 
  $2420 == 1 
else_jump @CLOTH_3780 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_3780
if 
  $2424 == 1 
else_jump @CLOTH_3812 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_3812
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_3914 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3914
$9998 = 5 

:CLOTH_3921
if 
  $9998 == 5 
else_jump @CLOTH_4009 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_OUT"
else_jump @CLOTH_3981 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:CLOTH_3981
if 
  $9991 == 1.0 
else_jump @CLOTH_4009 
$9998 = 6 

:CLOTH_4009
if 
  $9998 == 6 
else_jump @CLOTH_4085 
Player.CanMove($PLAYER_CHAR) = True
09BD: allow_other_threads_to_display_text_boxes 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0581: enable_radar 1 
0947: actor $9981 speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
$10029 = 0 
$2420 = 0 
$2424 = 0 
$9990 = 8 

:CLOTH_4085
if 
  $9990 == 6 
else_jump @CLOTH_5205 
if 
   Actor.Dead($9981)
else_jump @CLOTH_4164 
gosub @CLOTH_6942 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_4157 
gosub @CLOTH_7216 

:CLOTH_4157
jump @CLOTH_816 

:CLOTH_4164
if 
  $2424 == 0 
else_jump @CLOTH_4207 
if 
  2 > $9998 
else_jump @CLOTH_4207 
gosub @CLOTH_9002 

:CLOTH_4207
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_4565 
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_4256 
$9998 = 1 

:CLOTH_4256
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_4565 
$10029 = 0 
08D7: $2517 = panel $2423 active_row 
if 
  0 > $2517 
else_jump @CLOTH_4313 
$2517 = 0 

:CLOTH_4313
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($2517,12s) // s$ 
if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 14 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 15 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 16 // == constant 
else_jump @CLOTH_4458 
Camera.SetPosition($10018, $10019, $10020, 0.0, 0.0, 0.0)
Camera.PointAt($10021, $10022, $10023, 2)
jump @CLOTH_4526 

:CLOTH_4458
if or
04A3:   $2547 == 0 // == constant 
04A3:   $2547 == 2 // == constant 
else_jump @CLOTH_4487 
03D1: play_wav 4 

:CLOTH_4487
Camera.SetPosition($10012, $10013, $10014, 0.0, 0.0, 0.0)
Camera.PointAt($10015, $10016, $10017, 2)

:CLOTH_4526
if 
  $2424 == 1 
else_jump @CLOTH_4558 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_4558
$9998 = 2 

:CLOTH_4565
if 
  $9998 == 1 
else_jump @CLOTH_4671 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CLOTH_4671 
$9998 = 0 
$9990 = 5 
if 
  $2424 == 1 
else_jump @CLOTH_4646 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:CLOTH_4646
if 
  $2420 == 0 
else_jump @CLOTH_4671 
gosub @CLOTH_8432 

:CLOTH_4671
if 
  $9998 == 2 
else_jump @CLOTH_4728 
if 
03D2:   wav 4 ended 
else_jump @CLOTH_4728 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_4728 
$9998 = 3 

:CLOTH_4728
if 
  $9998 == 3 
else_jump @CLOTH_4923 
if or
04A3:   $2547 == 0 // == constant 
04A3:   $2547 == 2 // == constant 
04A3:   $2547 == 3 // == constant 
else_jump @CLOTH_4791 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:CLOTH_4791
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 "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_4916 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_4916
$9998 = 4 

:CLOTH_4923
if 
  $9998 == 4 
else_jump @CLOTH_5061 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_IN"
else_jump @CLOTH_4991 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:CLOTH_4991
if 
  $9991 == 1.0 
else_jump @CLOTH_5061 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9994 IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
$9998 = 5 

:CLOTH_5061
if 
  $9998 == 5 
else_jump @CLOTH_5205 
if 
   Actor.Animation($PLAYER_ACTOR) == v$9994
else_jump @CLOTH_5109 
0613: $9991 = actor $PLAYER_ACTOR animation v$9994 time 

:CLOTH_5109
if 
  $9991 == 1.0 
else_jump @CLOTH_5205 
gosub @CLOTH_9552 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
$9990 = 7 
$9998 = 0 

:CLOTH_5205
if 
  $9990 == 7 
else_jump @CLOTH_6620 
if 
   Actor.Dead($9981)
else_jump @CLOTH_5284 
gosub @CLOTH_6942 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_5277 
gosub @CLOTH_7216 

:CLOTH_5277
jump @CLOTH_816 

:CLOTH_5284
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_5589 
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_5394 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
$9998 = 1 

:CLOTH_5394
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_5589 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
gosub @CLOTH_8091 
if 
  $2418 == 1 
else_jump @CLOTH_5511 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_5511
if 
  $10029 == 0 
else_jump @CLOTH_5543 
$9998 = 3 
jump @CLOTH_5589 

:CLOTH_5543
if 
  $2422 == 1 
else_jump @CLOTH_5575 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_5575
$9998 = 0 
$9990 = 6 

:CLOTH_5589
if 
  2 > $9998 
else_jump @CLOTH_5614 
gosub @CLOTH_9552 

:CLOTH_5614
if 
  $9998 == 1 
else_jump @CLOTH_6014 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_6014 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
002C:   $SHOPS_PLAYER_CASH >= $9982 // (int) 
else_jump @CLOTH_5941 
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @CLOTH_5861 
if 
  $2418 == 1 
else_jump @CLOTH_5727 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_5727
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
$10030 = 1 
0947: actor $9981 speak_from_audio_table 323 store_spoken_phrase_id_to $10081 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
gosub @CLOTH_9927 
gosub @CLOTH_10297 
0793: save_player_clothes 
Player.Build($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 "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
$9998 = 2 
jump @CLOTH_5934 

:CLOTH_5861
if 
  $2545 == 0 
else_jump @CLOTH_5934 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9981 speak_from_audio_table 322 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
$9998 = 0 
$2545 = 1 

:CLOTH_5934
jump @CLOTH_6014 

:CLOTH_5941
if 
  $2544 == 0 
else_jump @CLOTH_6014 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9981 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$9998 = 0 
$2544 = 1 

:CLOTH_6014
if 
  $9998 == 2 
else_jump @CLOTH_6156 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_BUY"
else_jump @CLOTH_6074 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:CLOTH_6074
if 
  $9991 == 1.0 
else_jump @CLOTH_6156 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
$9998 = 3 

:CLOTH_6156
if 
  $9998 == 3 
else_jump @CLOTH_6289 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_6282 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_6282
$9998 = 4 

:CLOTH_6289
if 
  $9998 == 4 
else_jump @CLOTH_6620 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_OUT"
else_jump @CLOTH_6359 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:CLOTH_6359
if 
  $9991 == 1.0 
else_jump @CLOTH_6620 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
if 
  $2422 == 1 
else_jump @CLOTH_6421 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_6421
if 
  $2424 == 1 
else_jump @CLOTH_6453 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_6453
if 
  $2418 == 1 
else_jump @CLOTH_6485 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_6485
$10029 = 1 
if 
  $10030 == 1 
else_jump @CLOTH_6574 
$9998 = 0 
$9990 = 5 
if 
  $2420 == 0 
else_jump @CLOTH_6567 
if 
  1 > $9998 
else_jump @CLOTH_6567 
gosub @CLOTH_8432 

:CLOTH_6567
jump @CLOTH_6620 

:CLOTH_6574
$9998 = 0 
$9990 = 6 
if 
  $2424 == 0 
else_jump @CLOTH_6620 
gosub @CLOTH_8091 
gosub @CLOTH_9002 

:CLOTH_6620
if 
  $9990 == 8 
else_jump @CLOTH_6907 
if 
   Actor.Dead($9981)
else_jump @CLOTH_6699 
gosub @CLOTH_6942 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
else_jump @CLOTH_6692 
gosub @CLOTH_7216 

:CLOTH_6692
jump @CLOTH_816 

:CLOTH_6699
if 
  $9986 == 0 
else_jump @CLOTH_6780 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
  $1258 == 1 
else_jump @CLOTH_6780 
0947: actor $9981 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
$9986 = 1 

:CLOTH_6780
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_6907 
$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_6907
jump @CLOTH_6921 

:CLOTH_6914
gosub @CLOTH_7216 

:CLOTH_6921
jump @CLOTH_6935 

:CLOTH_6928
gosub @CLOTH_7216 

:CLOTH_6935
jump @CLOTH_816 

:CLOTH_6942
if 
  $9990 >= 1 
else_jump @CLOTH_6962 
03E6: remove_text_box 

:CLOTH_6962
if 
  $2420 == 1 
else_jump @CLOTH_6994 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_6994
if 
  $2424 == 1 
else_jump @CLOTH_7026 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_7026
if 
  $2422 == 1 
else_jump @CLOTH_7058 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_7058
if 
  $2418 == 1 
else_jump @CLOTH_7090 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_7090
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$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_7216
if 
  $2420 == 1 
else_jump @CLOTH_7248 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_7248
if 
  $2424 == 1 
else_jump @CLOTH_7280 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_7280
if 
  $2422 == 1 
else_jump @CLOTH_7312 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_7312
if 
  $2418 == 1 
else_jump @CLOTH_7344 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_7344
if 
  $9990 >= 1 
else_jump @CLOTH_7364 
03E6: remove_text_box 

:CLOTH_7364
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$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: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_7572 
0489: set_actor $PLAYER_ACTOR muted 0 

:CLOTH_7572
end_thread 
return 

:CLOTH_7576
if 
  $2516 == 0 
else_jump @CLOTH_7650 
$2513 = 0 
04AE: $2547 = 0 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8091 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7650
if 
  $2516 == 1 
else_jump @CLOTH_7723 
$2513 = 2 
04AE: $2547 = 2 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8091 
06D1: v$9994 = "CLO_POSE_LEGS" // v$ = string 

:CLOTH_7723
if 
  $2516 == 2 
else_jump @CLOTH_7797 
$2513 = 3 
04AE: $2547 = 3 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8091 
06D1: v$9994 = "CLO_POSE_SHOES" // v$ = string 

:CLOTH_7797
if 
  $2516 == 3 
else_jump @CLOTH_7871 
$2513 = 13 
04AE: $2547 = 13 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8091 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7871
if 
  $2516 == 4 
else_jump @CLOTH_7945 
$2513 = 14 
04AE: $2547 = 14 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8091 
06D1: v$9994 = "CLO_POSE_WATCH" // v$ = string 

:CLOTH_7945
if 
  $2516 == 5 
else_jump @CLOTH_8017 
$2513 = 15 
04AE: $2547 = 15 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8091 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8017
if 
  $2516 == 6 
else_jump @CLOTH_8089 
$2513 = 16 
04AE: $2547 = 16 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8091 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8089
return 

:CLOTH_8091
$2514 = 0 
$10000 = 0 

:CLOTH_8105
if 
001C:   $9999 > $2514 // (int) 
else_jump @CLOTH_8350 
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_8336 
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$9979 // s$ 
0084: $2474($10000,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2486($10000,12i) = $SHOPPINGITEM_BODYPART // (int) 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @CLOTH_8284 
$2498($10000,12i) = 0 
jump @CLOTH_8329 

:CLOTH_8284
if 
0942:   item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 
else_jump @CLOTH_8318 
$2498($10000,12i) = 1 
jump @CLOTH_8329 

:CLOTH_8318
$2498($10000,12i) = 2 

:CLOTH_8329
$10000 += 1 

:CLOTH_8336
$2514 += 1 
jump @CLOTH_8105 

:CLOTH_8350
0084: $2515 = $10000 // (int) 

:CLOTH_8358
if 
  12 > $2515 
else_jump @CLOTH_8430 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
$2515 += 1 
jump @CLOTH_8358 

:CLOTH_8430
return 

:CLOTH_8432
if 
  $2420 == 0 
else_jump @CLOTH_9000 
0512: show_permanent_text_box 'CLOTHA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'TORSO' // s$  // Torso
05A9: s$2520 = 'LEGS' // s$  // Legs
05A9: s$2522 = 'FEET' // s$  // Shoes
05A9: s$2524 = 'CHAINS' // s$  // Chains
05A9: s$2526 = 'WATCHES' // s$  // Watches
05A9: s$2528 = 'SHADES' // s$  // Shades
05A9: s$2530 = 'HATS' // s$  // Hats
05A9: s$2532 = 'DUMMY' // s$ 
05A9: s$2534 = 'DUMMY' // s$ 
05A9: s$2536 = 'DUMMY' // s$ 
05A9: s$2538 = 'DUMMY' // s$ 
05A9: s$2540 = 'DUMMY' // s$ 
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
else_jump @CLOTH_8691 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8932 

:CLOTH_8691
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
else_jump @CLOTH_8753 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8932 

:CLOTH_8753
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @CLOTH_8815 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8932 

:CLOTH_8815
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
else_jump @CLOTH_8877 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8932 

:CLOTH_8877
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
else_jump @CLOTH_8932 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_8932
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_9000
return 

:CLOTH_9002
if 
  $2424 == 0 
else_jump @CLOTH_9550 
0512: show_permanent_text_box 'CLOTHB'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select clothing.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
else_jump @CLOTH_9093 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9334 

:CLOTH_9093
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
else_jump @CLOTH_9155 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9334 

:CLOTH_9155
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
else_jump @CLOTH_9217 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9334 

:CLOTH_9217
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
else_jump @CLOTH_9279 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9334 

:CLOTH_9279
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
else_jump @CLOTH_9334 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_9334
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_9402
if 
001C:   $10000 > $2515 // (int) 
else_jump @CLOTH_9543 
if 
  $2498($2515,12i) == 0 
else_jump @CLOTH_9470 
0A23: set_panel $2423 row $2515 shopping_item_bought 0 
08D9: set_panel $2423 row $2515 enable 0 
jump @CLOTH_9529 

:CLOTH_9470
if 
  $2498($2515,12i) == 1 
else_jump @CLOTH_9509 
0A23: set_panel $2423 row $2515 shopping_item_bought 1 
jump @CLOTH_9529 

:CLOTH_9509
0A23: set_panel $2423 row $2515 shopping_item_bought 0 
08D9: set_panel $2423 row $2515 enable 1 

:CLOTH_9529
$2515 += 1 
jump @CLOTH_9402 

:CLOTH_9543
$2424 = 1 

:CLOTH_9550
return 

:CLOTH_9552
if 
  $2418 == 0 
else_jump @CLOTH_9925 
0512: show_permanent_text_box 'CLOTHC'  // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
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'  // Apparel
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'  // Cost
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_9925
return 

:CLOTH_9927
if 
  $2422 == 0 
else_jump @CLOTH_10295 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
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'  // Apparel // Purchased
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'  // Cost
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_10295
return 

:CLOTH_10297
if 
  $2549 == 0 
else_jump @CLOTH_10347 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // s$ == short  // Binco
else_jump @CLOTH_10347 
$2549 = 1 

:CLOTH_10347
if 
  $2550 == 0 
else_jump @CLOTH_10397 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // s$ == short  // Pro-Laps
else_jump @CLOTH_10397 
$2550 = 1 

:CLOTH_10397
if 
  $2551 == 0 
else_jump @CLOTH_10447 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // s$ == short  // Sub Urban
else_jump @CLOTH_10447 
$2551 = 1 

:CLOTH_10447
if 
  $2552 == 0 
else_jump @CLOTH_10497 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // s$ == short  // Zip
else_jump @CLOTH_10497 
$2552 = 1 

:CLOTH_10497
if 
  $2553 == 0 
else_jump @CLOTH_10547 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // s$ == short  // Victim
else_jump @CLOTH_10547 
$2553 = 1 

:CLOTH_10547
if 
  $2554 == 0 
else_jump @CLOTH_10597 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // s$ == short  // Didier Sachs
else_jump @CLOTH_10597 
$2554 = 1 

:CLOTH_10597
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' // s$ == short  // Pizza Stack
else_jump @JFUD_358 
04AE: $SELLER_MODEL = 155 // = constant 
$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$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // s$ == short  // Cluckin' Bell
else_jump @JFUD_423 
04AE: $SELLER_MODEL = 167 // = constant 
$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$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
else_jump @JFUD_487 
04AE: $SELLER_MODEL = 205 // = constant 
$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 // s$ 
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' // s$ == short  // Pizza Stack
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 // s$ 
$JFUD_STAGE = 1 

:JFUD_795
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // s$ == short  // Cluckin' 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 // s$ 
$JFUD_STAGE = 1 

:JFUD_900
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
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 // s$ 
$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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 firing_weapon 
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: actor $FOOD_SELLER speak_from_audio_table 327 store_spoken_phrase_id_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: actor $FOOD_SELLER speak_from_audio_table 333 store_spoken_phrase_id_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: actor $FOOD_SELLER speak_from_audio_table 322 store_spoken_phrase_id_to $2563 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_1930 
gosub @JFUD_9887 

:JFUD_1930
jump @JFUD_1982 

:JFUD_1937
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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: allow_other_threads_to_display_text_boxes 1 
09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER no_offset_and_dont_warp_gang 
Actor.StorePos($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 "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 

:JFUD_2333
0947: actor $FOOD_SELLER speak_from_audio_table 333 store_spoken_phrase_id_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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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($PLAYER_CHAR)
else_jump @JFUD_2700 
0SE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = stri$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_27_text_box 
00BE$10052 == 1.0 
else_jump @JFUD_2925 
wait 0 
if 
   not Player.Defined($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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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_27_t 

:JFUD_2925
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3053 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_3091 
gosub @JFUD_9887 

:JFUD_3091
jump @JFUD_574 

:JFUD_3098ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_3282 
wait 0 
if 
   not Player.Defined($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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_3207 
gosub @JFUD_9887 

:JFUD_3207
jump @JFUD_574 
jump @JFUD_3[2] = ObjJFUD_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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_3457 
gosub @JFUD_9887 

:JFUD_3457
jump @JFUD_574 

:JFUD_3464ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_3654 
wait 0 
if 
   not Player.Defined($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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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$10039 // s$ 
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 "FOOD" framedelta 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_3
if 
  6 JFUD_3
60 

:JFUD_3
15
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_3953 
gosub @JFUD_9887 

:JFUD_3953
jump @JFUD_574 

:JFUD_3
60ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_4144 
wait 0 
if 
   not Player.Defined($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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_4069 
gosub @JFUD_9887 

:JFUD_4069
jump @JFUD_574 
jump @JFUD_$BJACK_PLAJFUD_4083
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_$BJACK_0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_$BJAf 
  6 JFUD_3
60 

:JFUD_4144
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4287 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 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 $FOOD_SELLER animation "SHP_TRAY_LIFT_ width 186.0 
:JFUD_4280
jump @JFUD_4332.0 
:JFUD_4287
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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_OF_1234if 
  $10045 == 0 
else_jump @JFUD_9668 
0494: get_joystick 0 direction_offset_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 
$1001356 
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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 
$100135+ 
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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_4787 
gosub @JFUD_9887 

:JFUD_4787
jump @JFUD_574 

:JFUD_4794
jump @JFUD_4  is_keybJFUD_4801
$10038 = 0 
$10047 = 0 
eybJFUD_48LAYER_ACTOR rota100135
else_jump @JFUD_4848 
0084: $10042 = $10036 // (int) 
$1001356 
1 
eybJFUD_48total_jumps A:   $10042 == $10036 // (int) 
else_jump @JFUD_4874 
$10042 = 0 
eybJFUD_4874
if 
  $10038 == 0 
else_jump @JFUD_remove_if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5026 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 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 
eybJFUD_5019
jump @JFUD_5071 

:JFUD_5026
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_5064 
gosub @JFUD_9887 

:JFUD_5064
jump @JFUD_574 

:JFUD_5071ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_5259 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_5126 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_5126
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_ 
Modegosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_5180 
gosub @JFUD_9887 

:JFUD_5180
jump @JFUD_574 
jump @JFUD_5252 

:JFUD_ 
M
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_5252 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 
eybJFUD_5252
jump @JFUD_5071 

:JFUD_5259
gosub @JFUD_12993 
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$10039 // s$ 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_085: 30@70A: 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 "FOOD" framedelta 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_5499CK_0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5499f 
  6 JFUD_5551 

:JFUD_5506
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_5544 
gosub @JFUD_9887 

:JFUD_5544
jump @JFUD_574 

:JFUD_5551ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_5735 
wait 0 
if 
   not Player.Defined($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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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_5728f 
  6 JFUD_5551 

:JFUD_5735
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_0878 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 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_ width 186.0 
:JFUD_5871
jump @JFUD_5923 

:JFUD_0878
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_5916 
gosub @JFUD_9887 

:JFUD_5916
jump @JFUD_574 

:JFUD_5923
$10038 = 1 

:JFUD_593034if 
  $10045 == 0 
else_jump @JFUD_
else_gosub @JFUD_12352 

:JFUD_ 
el
if 
00E1:   player 0 pressed_key 16 
else_jump @JFUD_9668 

:JFUD_ 
72
if 
00E1:   player 0 pressed_key 16 
else_jump @JFUD_GFSEX_1wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4 
gosgosub @JFUD_9887 
jump @JFUD_574 

:JFUD_6dden 0 
06ABActor.Dead($FOOD_SELLER)
else_jump @JFUD_6084 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_jump @Dgosub @JFUD_9887 

:JFUD_jump
jump @JFUD_574 

:JFUD_6d84
jump @JFUD_5" IFP_filJFUD_GFSE
$2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_6151 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
jump @JFUD_6165FP_filJFUD_G151osgosub @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: $BJACK_BET_STEP0 
else_jump @JFUD_6282BLACKJ_9110 
ing s$CURRENT_SHOP_GXT_NAME72 = 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: actor $FOOD_SELLER speak_from_audio_table 323 store_spoken_phrase_id_to $2563 
jump @JFUD_638IFP_filJFUD_G337
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_6375 @Dgosub @JFUD_9887 

:JFUD_j375
jump @JFUD_574 

:JFUD_638I8 (BAR_STAFF) 17@ 9$2418 == 1 
else_jump @JFUD_6421 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_6421
if 
  $242_STEP0 
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  // Food
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'  // Meal // Purchased
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'  // Cost
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_d_thr_1wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4842gosgosub @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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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_696lse_gosub @JFUD_12352 

:JFUD_696l
if 
  $88 == 1 
else_jump @JFUD_69
else_ju = 2 

:JFUD_6990
jump @JFUD_9527 

:JFUD_699734if 
  $10045 == 0 
else_jump @JFUD_934405 
03E4: not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_7079 
0947: actor $FOOD_SELLER speak_from_audio_table 322 store_spoken_phrase_id_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~You cannot buy any more food at the moment, you will be unwell!
jump @JFUD_7124 

:JFUD_7079
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_7117 
gosub @JFUD_9887 

:JFUD_7117
jump @JFUD_574 

:JFUD_7124FF) 17@ 9$2418 == 1 
else_jump @JFUD_7156 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_7156
if 
  $2422 == 1 
else_jump @JFUD_
03CF:08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_
03
if 
  $88 == 2 
else_jump @JFUD_
314 
0169: set_fade_color_RGB 0 0 0 
0F_533 

:BARSTAF_480
if or
  $9470fade 0 0 
gosub @JFUD_12993 
Actor.DestroyInstantly($FOOD_SELLER)
_ju = 3 
$2418 = 0 
$2422 = 0 
$2544 = 0 
$10038 = 0 
$10042 = 0 
$JFUD_STAGE = 2 
 
   Actor.Animation($AMMU_SELJFUD_PLAYER_HEALTHak_from_audio_table 323 store_sp$JFUD_STAT_FAT 
$28 = 1 
jump @JFUD_574 

:JFUD_7314
if 
  $TOTAL_FOOD_EATEN >= 11 
else_jump @JFUD_8 stringosub @JFUD_9710 
gosub @JFUD_12993 
if 
  10 > LJFUD_PLAYER_HEALTH 
else_jump @JFUD_
379 
0084: $JFUD_PLAYER_HEALTH = $JFUD_PLAYER_HEALTH // (int) 
jump @JFUD_
1 @GFSEX_JFUD_
379
$JFUD_PLAYER_HEALTH -= 10 
if 
  10 > LJFUD_PLAYER_HEALTH 
else_jump @JFUD_
1 @GFS$JFUD_PLAYER_HEALTH = 10 

:JFUD_
4 @
 
   Actor.Animation($AMMU_SELJFUD_PLAYER_HEALTHak_from_audio_table 323 store_sp$JFUD_STAT_FAT 
Camera.SetPosition($10075, $10076, $100ta 16.0 loopA 0 lockX 0 lockY 0 loc$100t8, $100t9, $1008 10@ = random_iPlayer.Defined($PLAYER_CHAR)
else_jump @JFUD_76actor $PLAYER_ACTOR armed_weapon_to 0 
08C7659 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 
10049 = RSTAF_631
gosub @BARSTAF_1390
10049 10026 55 
00659 
10050 = $TEMPVAR_Y
gosub @BARSTAF_1390
100503E6: rem6 
00659 
10051 = $TEMPVAR_Z
gosub @BARSTAF_1390
100513E6: r048 
061014610048 = create_particle "PUKE" at 
10049 
100503
100513type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10052 = 0.0 
389 
if 
  32@ >= 1500 
else_jump @BARB_4389 
C3 store_spoken_phrase_id_to $2563 
jump @JFUD_7652 

:JFUD_76acosgosub @JFUD_9887 
jump @JFUD_574 

:JFUD_76525 
03E4: not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_7726 
0812: AS_actor $FOOD_SELLER perform_animation "EAT_VOMIT_SK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: actor $FOOD_SELLER speak_from_audio_table 325 store_spoken_phrase_id_to $2563 
jump @JFUD_777@GFSEX_JFUD_
726
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_KER_Y_Rgosub @JFUD_9887 

:JFUD_KER_
jump @JFUD_574 

:JFUD_777@
if 
   Actor.Animation($PLAYER_ACTOR) == "EAT_VOMIT_P"
else_jump @JFUD_7821 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 

:JFUD_7821ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_25 = 0 wait 0 
if 
  $10056 == 0 
else_jump @JFUD_7915 
if 
  $1005OTH_455463 
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 
  $1005OTH_45552 
else_jump @JFUD_7966 
064C: make_particle 610048 visible 
$10056 = 2 

:JFUD_7966
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2510 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
jump @JFUD_2524 

:JFUD_2510osgosub @JFUD_9887 
jump @JFUD_574 

:JFUD_25245 
03E4: not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2547 
jump @JFUD_2592 

:JFUD_2547
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_8085 
gosub @JFUD_9887 

:JFUD_8085
jump @JFUD_574 

:JFUD_2592
jump @JFUD_7821 

:JFUD_2599
064E: stop_particle 610048 
0650: destroy_particle 610048 
jump @JFUD_8867 

:JFUD_8 st5 
03E4: not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2250 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 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 $FOOD_SELLER animation "SHP_TRAY_RETURN" time 
eybJFUD_8243
jump @JFUD_8295 
eybJFUD_8250
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_8288 
gosub @JFUD_9887 

:JFUD_8288
jump @JFUD_574 

:JFUD_2295ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_2483 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2350 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_ 50000000 //  Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2418 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_2404 
gosub @JFUD_9887 

:JFUD_2404
jump @JFUD_574 
jump @JFUD_8CURRENT_SJFUD_2418
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_8CURREN0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 
eybJFUD_8CUR
jump @JFUD_8295 
eybJFUD_8483
gosub @JFUD_12993 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2630 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 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_2623 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_2623
jump @JFUD_8675 
eybJFUD_8630
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_8668 
gosub @JFUD_9887 

:JFUD_8668
jump @JFUD_574 

:JFUD_2675ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_2267 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2730 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_ = "TAT_SIT_O Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2798 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_2784 
gosub @JFUD_9887 

:JFUD_2784
jump @JFUD_574 
jump @JFUD_8860 

:JFUD_2798
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_2860 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_2860
jump @JFUD_8675 
eybJFUD_8867
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2995 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 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_9EE:   notJFUD_2995
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_9033 
gosub @JFUD_9887 

:JFUD_9033
jump @JFUD_574 

:JFUD_9EE:ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_9231 
wait 0 
if 
   Player.Defined($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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_9217 
gosub @JFUD_9887 

:JFUD_9217
jump @JFUD_574 

:JFUD_9224
jump @JFUD_9EE:   notJFUD_9231
Player.CanMove($PLAYER_CHAR) = True
09BD: allow_other_threads_to_display_text_boxes 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
notJFUD_9246 
else_jump @PCHAIR_2054 
if 
8339:   not anything_in_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_9322TAT_SIT_O Actor.Dead($FOOD_SELLER)
else_jump @JFUD__shoppigosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_9376 
gosub @JFUD_9887 

:JFUD_9376
jump @JFUD_574 
jump @JFUD_9478 

:JFUD__sho
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
else_jump @JFUD_9478 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
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: actor $FOOD_SELLER speak_from_audio_table 327 store_spoken_phrase_id_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 

:JFUD__478
jump @JFUD_9246 

:JFUD__485
$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: actor $FOOD_SELLER speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
jump @JFUD_9661 

:JFUD_9616pigosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_9654 
gosub @JFUD_9887 

:JFUD_9654
jump @JFUD_574 

:JFUD_966E
$2544 = 1 

:JFUD_9668
gosub @JFUD_10132 

:JFUD_9675
jump @JFUD_
  $2420 JFUD_
 2
gosub @JFUD_9887 

:JFUD_9689
jump @JFUD_
703 

:JFUD_
96
gosub @JFUD_9887 

:JFUD_9703
jump @JFUD_574 

:JFUD_9710
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
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_9796CF: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~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
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_9993CF: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 
$2544 = 0 
0650: destroy_particle 610048 
Actor.DestroyInstantly($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: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
end_thread 
return 

:JFUD_10132
if 
00E1:   player 0 pressed_key 15 
else_jump @JFUD_1235TAFF) 17@ 9$2418 == 1 
else_jump @JFUD_10181 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_10181
if 
  $2422 == 1 
else_jump @JFUD_10213CF:08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_10213
if 
00E1:   player 0 pressed_key 15 
else_jump @JFUD_1se_jumpwait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_102R_Y_Rgosub @JFUD_9887 
jump @JFUD_574 

:JFUD_102R_
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_1to $G
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_1 
1@ =gosub @JFUD_9887 

:JFUD_1 
1
jump @JFUD_574 

:JFUD_10325
jump @JFUD_ant 
else_JFUD_1se_j
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
  $88 == 2 
else_jump @JFUD_10454 >= 30000 
else_jump @GFDATE_26482 
$94690 
gosub @JFUD_12993 
Actor.DestroyInstantly($FOOD_SELLER)
_ju = 3 
$10038 = 0 
$10042 = 0 
$2418 = 0 
$2422 = 0 
$JFUD_STAGE = 2 
$2544 = 0 
jump @JFUD_1235TAFFse_JFUD_1s454
$SHOW_SHOP_SPHERE = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
  $10047 == 1 
else_jump @JFUD_10687 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
else_jump @JFUD_10554 
0605: actor $PLAYER_ACTOR perform_animation "EAT_BURGER" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @JFUD_10687 
se_JFUD_1s554
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @JFUD_2443 
$0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @JFUD_10687 
se_JFUD_1s623
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // s$ == short  // Cluckin' Bell
else_jump @JFUD_10687 
0605: actor $PLAYER_ACTOR perform_animation "EAT_CHICKEN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
se_JFUD_1s687
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_1s832 
0947: actor $FOOD_SELLER speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 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_1s825REN0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 
eybJFUD_1s825
jump @JFUD_10877 

:JFUD_1s832
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_1 870@ =gosub @JFUD_9887 

:JFUD_1 870
jump @JFUD_574 

:JFUD_10877ext_box 
00BE$10052 == 1.0 
else_jump @JFUD_11065 mpwait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_10932Y_Rgosub @JFUD_9887 
jump @JFUD_574 

:JFUD_10= 2 // == co Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11000 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
else_jump @JFUD_1 986@ =gosub @JFUD_9887 

:JFUD_1 986
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 
eybJFUD_11058
jump @JFUD_10877 

:JFUD_11065
gosub @JFUD_12993 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11212 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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_12993 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11710 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_THANK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
0947: actor $FOOD_SELLER speak_from_audio_table 331 store_spoken_phrase_id_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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 "FOOD" framedelta 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$CURRENT_SHOP_GXT_NAME // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 // s$ 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
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 firing_weapon 
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: actor $FOOD_SELLER speak_from_audio_table 327 store_spoken_phrase_id_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'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select a meal.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Food
jump @JFUD_12684 

:JFUD_12443
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Food
jump @JFUD_12684 

:JFUD_12505
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Food
jump @JFUD_12684 

:JFUD_12567
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Food
jump @JFUD_12684 

:JFUD_12629
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Food

: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'  // Meal
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'  // Cost
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_12993
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 
$CARMOD_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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 
$CARMOD_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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_big 
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: allow_other_threads_to_display_text_boxes 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 $CARMOD_CAR to_interior 1 
075E: load_shopping_data_PRICES_subsection "CARMOD1" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 617.536 -1.99 
Camera.SetAtPos(617.536, -1.99, 999.98)
Car.PutAt($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~You cannot mod this vehicle here.
$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~You cannot mod this vehicle.
$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~You cannot mod this vehicle.
$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 
$CARMOD_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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_big 
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: allow_other_threads_to_display_text_boxes 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 $CARMOD_CAR to_interior 2 
075E: load_shopping_data_PRICES_subsection "CARMOD2" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 616.783 -74.815 
Camera.SetAtPos(616.783, -74.815, 997.014)
Car.PutAt($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~You cannot mod this vehicle here.
$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~You cannot mod this vehicle.
$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~You cannot mod this vehicle.
$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 
$CARMOD_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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_big 
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: allow_other_threads_to_display_text_boxes 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 
$10485 = 1 
075E: load_shopping_data_PRICES_subsection "CARMOD3" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 615.286 -124.239 
Camera.SetAtPos(615.286, -124.239, 996.995)
Car.PutAt($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~You cannot mod this vehicle here.
$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~You cannot mod this vehicle.
$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~You cannot mod this vehicle.
$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 // s$ 
04F9: set_sky_color 4 fade 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 // == constant 
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: reset_hydraulics_on_car $CARMOD_CAR 
096B: save_current_modparts 
$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 component_on_slot $10399($10411,12i) model_to $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_sky_colors_with_fade 0 
096C: restore_current_modparts 
$10447 = 0 
04E4: 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_sync_player_camera 
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: allow_other_threads_to_display_text_boxes 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'  // You have already bought this item!
03D5: remove_text 'COLORNO'  // ~s~Your vehicle is already this color.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
$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: restore_current_modparts 

: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: set_car $CARMOD_CAR dirt_level 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: save_current_modparts 
$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~Your vehicle is already this color.
$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: set_car $CARMOD_CAR dirt_level 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: save_current_modparts 
$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~Your vehicle is already this color.
$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~You don't have enough money to buy this item.
$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  // You have already bought this item!
$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: set_car $CARMOD_CAR dirt_level 0.0 
0A30: repair_car $CARMOD_CAR 
096B: save_current_modparts 
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~You don't have enough money to buy this item.
$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: set_car $CARMOD_CAR dirt_level 0.0 
096B: save_current_modparts 
0084: $10421 = $10415 // (int) 
if 
  $2758 == 0 
else_jump @CARMOD_13578 
if or
05AD:   s$2450[0] == 'BMBSM' // s$ == short  // 2x Nitrous
05AD:   s$2450[0] == 'BMBTN' // s$ == short  // 10x Nitrous
05AD:   s$2450[0] == 'BMBLN' // s$ == short  // 5x Nitrous
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  // You have already bought this item!
$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~You don't have enough money to buy this item.
$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: allow_other_threads_to_display_text_boxes 0 
if 
  $2758 == 1 
else_jump @CARMOD_14255 
03E5: show_text_box 'NITROH1'  // Press ~k~~PED_FIREWEAPON~ to activate the car's nitrous.
$2758 = 2 

:CARMOD_14255
end_thread 
return 

:CARMOD_14259
if 
  $2420 == 0 
else_jump @CARMOD_14659 
0512: show_permanent_text_box 'MODH1'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Upgrades
jump @CARMOD_14591 

:CARMOD_14350
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Upgrades
jump @CARMOD_14591 

:CARMOD_14412
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Upgrades
jump @CARMOD_14591 

:CARMOD_14474
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Upgrades
jump @CARMOD_14591 

:CARMOD_14536
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Upgrades

: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'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Upgrades
jump @CARMOD_14993 

:CARMOD_14752
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Upgrades
jump @CARMOD_14993 

:CARMOD_14814
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Upgrades
jump @CARMOD_14993 

:CARMOD_14876
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Upgrades
jump @CARMOD_14993 

:CARMOD_14938
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Upgrades

: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  // Paintjob ~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'  // Use the movement controls to select a color.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Colors
jump @CARMOD_15611 

:CARMOD_15370
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Colors
jump @CARMOD_15611 

:CARMOD_15432
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Colors
jump @CARMOD_15611 

:CARMOD_15494
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Colors
jump @CARMOD_15611 

:CARMOD_15556
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Colors

: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_possible_paintjobs_to $10446 
if 
   not $10446 == 0 
else_jump @CARMOD_15822 
05A9: $2450($10187,12s) = 'CARM11' // s$  // Paint Jobs
$10399($10187,12i) = 100 
$10187 += 1 

:CARMOD_15822
097D: get_car $CARMOD_CAR number_of_color_indices_to $10084 
if 
   not $10084 == 0 
else_jump @CARMOD_15884 
05A9: $2450($10187,12s) = 'CARM1' // s$  // Colors
$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 // == constant 
else_jump @CARMOD_16010 
if 
  $10197 == 0 
else_jump @CARMOD_15991 
05A9: $2450($10187,12s) = 'CARM12' // s$  // Wheels
04AE: $10399($10187,12i) = 12 // = constant 
$10187 += 1 

:CARMOD_15991
0084: $10363($10197,12i) = $10188 // (int) 
$10197 += 1 

:CARMOD_16010
if 
04A3:   $10189 == 3 // == constant 
else_jump @CARMOD_16101 
if 
  $10190 == 0 
else_jump @CARMOD_16082 
05A9: $2450($10187,12s) = 'CARM4' // s$  // Side Skirts
04AE: $10399($10187,12i) = 3 // = constant 
$10187 += 1 

:CARMOD_16082
0084: $10207($10190,12i) = $10188 // (int) 
$10190 += 1 

:CARMOD_16101
if 
04A3:   $10189 == 7 // == constant 
else_jump @CARMOD_16192 
if 
  $10191 == 0 
else_jump @CARMOD_16173 
05A9: $2450($10187,12s) = 'CARM10' // s$  // Roof
04AE: $10399($10187,12i) = 7 // = constant 
$10187 += 1 

:CARMOD_16173
0084: $10219($10191,12i) = $10188 // (int) 
$10191 += 1 

:CARMOD_16192
if 
04A3:   $10189 == 13 // == constant 
else_jump @CARMOD_16283 
if 
  $10192 == 0 
else_jump @CARMOD_16264 
05A9: $2450($10187,12s) = 'CARM5' // s$  // Exhausts
04AE: $10399($10187,12i) = 13 // = constant 
$10187 += 1 

:CARMOD_16264
0084: $10231($10192,12i) = $10188 // (int) 
$10192 += 1 

:CARMOD_16283
if 
04A3:   $10189 == 8 // == constant 
else_jump @CARMOD_16374 
if 
  $10193 == 0 
else_jump @CARMOD_16355 
05A9: $2450($10187,12s) = 'CARM6' // s$  // Nitro
04AE: $10399($10187,12i) = 8 // = constant 
$10187 += 1 

:CARMOD_16355
0084: $10243($10193,12i) = $10188 // (int) 
$10193 += 1 

:CARMOD_16374
if 
04A3:   $10189 == 2 // == constant 
else_jump @CARMOD_16465 
if 
  $10194 == 0 
else_jump @CARMOD_16446 
05A9: $2450($10187,12s) = 'CARM2' // s$  // Spoilers
04AE: $10399($10187,12i) = 2 // = constant 
$10187 += 1 

:CARMOD_16446
0084: $10255($10194,12i) = $10188 // (int) 
$10194 += 1 

:CARMOD_16465
if 
04A3:   $10189 == 0 // == constant 
else_jump @CARMOD_16556 
if 
  $10195 == 0 
else_jump @CARMOD_16537 
05A9: $2450($10187,12s) = 'CARM3' // s$  // Hood
04AE: $10399($10187,12i) = 0 // = constant 
$10187 += 1 

:CARMOD_16537
0084: $10267($10195,12i) = $10188 // (int) 
$10195 += 1 

:CARMOD_16556
if 
04A3:   $10189 == 1 // == constant 
else_jump @CARMOD_16647 
if 
  $10196 == 0 
else_jump @CARMOD_16628 
05A9: $2450($10187,12s) = 'CARM17' // s$  // Vents
04AE: $10399($10187,12i) = 1 // = constant 
$10187 += 1 

:CARMOD_16628
0084: $10279($10196,12i) = $10188 // (int) 
$10196 += 1 

:CARMOD_16647
if 
04A3:   $10189 == 14 // == constant 
else_jump @CARMOD_16738 
if 
  $10198 == 0 
else_jump @CARMOD_16719 
05A9: $2450($10187,12s) = 'CARM7' // s$  // Front Bumper
04AE: $10399($10187,12i) = 14 // = constant 
$10187 += 1 

:CARMOD_16719
0084: $10291($10198,12i) = $10188 // (int) 
$10198 += 1 

:CARMOD_16738
if 
04A3:   $10189 == 15 // == constant 
else_jump @CARMOD_16829 
if 
  $10199 == 0 
else_jump @CARMOD_16810 
05A9: $2450($10187,12s) = 'CARM8' // s$  // Rear Bumper
04AE: $10399($10187,12i) = 15 // = constant 
$10187 += 1 

:CARMOD_16810
0084: $10303($10199,12i) = $10188 // (int) 
$10199 += 1 

:CARMOD_16829
if 
04A3:   $10189 == 6 // == constant 
else_jump @CARMOD_16920 
if 
  $10200 == 0 
else_jump @CARMOD_16901 
05A9: $2450($10187,12s) = 'CARM9' // s$  // Lights
04AE: $10399($10187,12i) = 6 // = constant 
$10187 += 1 

:CARMOD_16901
0084: $10315($10200,12i) = $10188 // (int) 
$10200 += 1 

:CARMOD_16920
if 
04A3:   $10189 == 4 // == constant 
else_jump @CARMOD_17011 
if 
  $10201 == 0 
else_jump @CARMOD_16992 
05A9: $2450($10187,12s) = 'CARM13' // s$  // Front bullbars
04AE: $10399($10187,12i) = 4 // = constant 
$10187 += 1 

:CARMOD_16992
0084: $10327($10201,12i) = $10188 // (int) 
$10201 += 1 

:CARMOD_17011
if 
04A3:   $10189 == 5 // == constant 
else_jump @CARMOD_17102 
if 
  $10202 == 0 
else_jump @CARMOD_17083 
05A9: $2450($10187,12s) = 'CARM14' // s$  // Rear bullbars
04AE: $10399($10187,12i) = 5 // = constant 
$10187 += 1 

:CARMOD_17083
0084: $10339($10202,12i) = $10188 // (int) 
$10202 += 1 

:CARMOD_17102
if 
04A3:   $10189 == 16 // == constant 
else_jump @CARMOD_17193 
if 
  $10203 == 0 
else_jump @CARMOD_17174 
05A9: $2450($10187,12s) = 'CARM15' // s$  // Misc
04AE: $10399($10187,12i) = 16 // = constant 
$10187 += 1 

:CARMOD_17174
0084: $10351($10203,12i) = $10188 // (int) 
$10203 += 1 

:CARMOD_17193
if 
04A3:   $10189 == 9 // == constant 
else_jump @CARMOD_17284 
if 
  $10206 == 0 
else_jump @CARMOD_17265 
05A9: $2450($10187,12s) = 'CARM18' // s$  // Hydraulics
04AE: $10399($10187,12i) = 9 // = constant 
$10187 += 1 

:CARMOD_17265
0084: $10387($10206,12i) = $10188 // (int) 
$10206 += 1 

:CARMOD_17284
if 
04A3:   $10189 == 10 // == constant 
else_jump @CARMOD_17375 
if 
  $10205 == 0 
else_jump @CARMOD_17356 
05A9: $2450($10187,12s) = 'CARM16' // s$  // Car Stereo
04AE: $10399($10187,12i) = 10 // = constant 
$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($10413,12s) = 'PAINTJB' // s$ 
$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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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 // == constant 
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($2515,12s) = 'DUMMY' // s$ 
$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$10432 = 'CARCOL1' // s$  // Car Color 1
05A9: s$10434 = 'DUMMY' // s$ 
jump @CARMOD_21520 

:CARMOD_21492
05A9: s$10432 = 'CARCOL1' // s$  // Car Color 1
05A9: s$10434 = 'CARCOL2' // s$  // Car Color 2

:CARMOD_21520
0512: show_permanent_text_box 'MODH5'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Upgrades
jump @CARMOD_21834 

:CARMOD_21593
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Upgrades
jump @CARMOD_21834 

:CARMOD_21655
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Upgrades
jump @CARMOD_21834 

:CARMOD_21717
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Upgrades
jump @CARMOD_21834 

:CARMOD_21779
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Upgrades

: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'  // Upgrades
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'  // Cost
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'  // Cost
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 // == constant 
04A3:   $10444 == 402 // == constant 
04A3:   $10444 == 404 // == constant 
04A3:   $10444 == 405 // == constant 
04A3:   $10444 == 409 // == constant 
04A3:   $10444 == 410 // == constant 
else_jump @CARMOD_22403 
$10443 = 1 

:CARMOD_22403
if or
04A3:   $10444 == 411 // == constant 
04A3:   $10444 == 412 // == constant 
04A3:   $10444 == 413 // == constant 
04A3:   $10444 == 415 // == constant 
04A3:   $10444 == 418 // == constant 
04A3:   $10444 == 419 // == constant 
else_jump @CARMOD_22469 
$10443 = 1 

:CARMOD_22469
if or
04A3:   $10444 == 421 // == constant 
04A3:   $10444 == 426 // == constant 
04A3:   $10444 == 434 // == constant 
04A3:   $10444 == 436 // == constant 
04A3:   $10444 == 440 // == constant 
else_jump @CARMOD_22527 
$10443 = 1 

:CARMOD_22527
if or
04A3:   $10444 == 444 // == constant 
04A3:   $10444 == 445 // == constant 
04A3:   $10444 == 451 // == constant 
04A3:   $10444 == 457 // == constant 
04A3:   $10444 == 458 // == constant 
04A3:   $10444 == 461 // == constant 
else_jump @CARMOD_22593 
$10443 = 1 

:CARMOD_22593
if or
04A3:   $10444 == 462 // == constant 
04A3:   $10444 == 463 // == constant 
04A3:   $10444 == 468 // == constant 
04A3:   $10444 == 474 // == constant 
04A3:   $10444 == 475 // == constant 
04A3:   $10444 == 477 // == constant 
else_jump @CARMOD_22659 
$10443 = 1 

:CARMOD_22659
if or
04A3:   $10444 == 478 // == constant 
04A3:   $10444 == 481 // == constant 
04A3:   $10444 == 482 // == constant 
04A3:   $10444 == 500 // == constant 
04A3:   $10444 == 506 // == constant 
else_jump @CARMOD_22717 
$10443 = 1 

:CARMOD_22717
if or
04A3:   $10444 == 507 // == constant 
04A3:   $10444 == 510 // == constant 
04A3:   $10444 == 516 // == constant 
04A3:   $10444 == 518 // == constant 
04A3:   $10444 == 521 // == constant 
04A3:   $10444 == 526 // == constant 
else_jump @CARMOD_22783 
$10443 = 1 

:CARMOD_22783
if or
04A3:   $10444 == 527 // == constant 
04A3:   $10444 == 529 // == constant 
04A3:   $10444 == 530 // == constant 
04A3:   $10444 == 531 // == constant 
04A3:   $10444 == 533 // == constant 
04A3:   $10444 == 534 // == constant 
else_jump @CARMOD_22849 
$10443 = 1 

:CARMOD_22849
if or
04A3:   $10444 == 539 // == constant 
04A3:   $10444 == 540 // == constant 
04A3:   $10444 == 543 // == constant 
04A3:   $10444 == 545 // == constant 
04A3:   $10444 == 546 // == constant 
else_jump @CARMOD_22907 
$10443 = 1 

:CARMOD_22907
if or
04A3:   $10444 == 547 // == constant 
04A3:   $10444 == 550 // == constant 
04A3:   $10444 == 551 // == constant 
04A3:   $10444 == 552 // == constant 
04A3:   $10444 == 555 // == constant 
04A3:   $10444 == 556 // == constant 
else_jump @CARMOD_22973 
$10443 = 1 

:CARMOD_22973
if or
04A3:   $10444 == 559 // == constant 
04A3:   $10444 == 560 // == constant 
04A3:   $10444 == 561 // == constant 
04A3:   $10444 == 509 // == constant 
04A3:   $10444 == 562 // == constant 
04A3:   $10444 == 558 // == constant 
else_jump @CARMOD_23039 
$10443 = 1 

:CARMOD_23039
if or
04A3:   $10444 == 565 // == constant 
04A3:   $10444 == 571 // == constant 
04A3:   $10444 == 572 // == constant 
04A3:   $10444 == 574 // == constant 
04A3:   $10444 == 579 // == constant 
04A3:   $10444 == 580 // == constant 
else_jump @CARMOD_23105 
$10443 = 1 

:CARMOD_23105
if or
04A3:   $10444 == 581 // == constant 
04A3:   $10444 == 582 // == constant 
04A3:   $10444 == 585 // == constant 
04A3:   $10444 == 586 // == constant 
04A3:   $10444 == 589 // == constant 
04A3:   $10444 == 543 // == constant 
else_jump @CARMOD_23171 
$10443 = 1 

:CARMOD_23171
if or
04A3:   $10444 == 587 // == constant 
04A3:   $10444 == 600 // == constant 
04A3:   $10444 == 602 // == constant 
04A3:   $10444 == 420 // == constant 
04A3:   $10444 == 400 // == constant 
04A3:   $10444 == 439 // == constant 
else_jump @CARMOD_23237 
$10443 = 1 

:CARMOD_23237
if or
04A3:   $10444 == 535 // == constant 
04A3:   $10444 == 542 // == constant 
04A3:   $10444 == 549 // == constant 
04A3:   $10444 == 438 // == constant 
else_jump @CARMOD_23287 
$10443 = 1 

:CARMOD_23287
if or
04A3:   $10444 == 422 // == constant 
04A3:   $10444 == 423 // == constant 
04A3:   $10444 == 424 // == constant 
04A3:   $10444 == 429 // == constant 
04A3:   $10444 == 442 // == constant 
04A3:   $10444 == 536 // == constant 
else_jump @CARMOD_23353 
$10443 = 2 

:CARMOD_23353
if or
04A3:   $10444 == 466 // == constant 
04A3:   $10444 == 467 // == constant 
04A3:   $10444 == 471 // == constant 
04A3:   $10444 == 479 // == constant 
04A3:   $10444 == 483 // == constant 
04A3:   $10444 == 489 // == constant 
else_jump @CARMOD_23419 
$10443 = 2 

:CARMOD_23419
if or
04A3:   $10444 == 491 // == constant 
04A3:   $10444 == 492 // == constant 
04A3:   $10444 == 494 // == constant 
04A3:   $10444 == 495 // == constant 
04A3:   $10444 == 496 // == constant 
04A3:   $10444 == 502 // == constant 
else_jump @CARMOD_23485 
$10443 = 2 

:CARMOD_23485
if or
04A3:   $10444 == 503 // == constant 
04A3:   $10444 == 504 // == constant 
04A3:   $10444 == 517 // == constant 
04A3:   $10444 == 522 // == constant 
04A3:   $10444 == 525 // == constant 
04A3:   $10444 == 480 // == constant 
else_jump @CARMOD_23551 
$10443 = 2 

:CARMOD_23551
if or
04A3:   $10444 == 541 // == constant 
04A3:   $10444 == 517 // == constant 
04A3:   $10444 == 554 // == constant 
04A3:   $10444 == 567 // == constant 
else_jump @CARMOD_23601 
$10443 = 2 

:CARMOD_23601
if or
04A3:   $10444 == 573 // == constant 
04A3:   $10444 == 575 // == constant 
04A3:   $10444 == 576 // == constant 
04A3:   $10444 == 583 // == constant 
04A3:   $10444 == 603 // == constant 
else_jump @CARMOD_23659 
$10443 = 2 

:CARMOD_23659
if 
04A3:   $10444 == 557 // == constant 
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'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Buy Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
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  // Upgrades
jump @CARMOD_24115 

:CARMOD_23874
if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
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  // Upgrades
jump @CARMOD_24115 

:CARMOD_23936
if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
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  // Upgrades
jump @CARMOD_24115 

:CARMOD_23998
if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
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  // Upgrades
jump @CARMOD_24115 

:CARMOD_24060
if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
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  // Upgrades

: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'  // Upgrades
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_24289 
08EE: set_panel $10424 column 0 row 0 text_1number GXT 'PJOB' number $10087  // Paintjob ~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'  // Cost
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 sphere 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 sphere 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 sphere 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~ Enter Crane
$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: allow_other_threads_to_display_text_boxes 1 
fade 0 500 

:CRANE1_706
if 
fading 
else_jump @CRANE1_730 
wait 0 
jump @CRANE1_706 

:CRANE1_730
if 
07D6:   1@ == $2723 // @ == $ (int) 
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: override_text_block 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 // @ == $ (int) 
else_jump @CRANE1_1232 
0512: show_permanent_text_box 'CONS_1'  // Push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the wrecker ball crane.
jump @CRANE1_1243 

:CRANE1_1232
0512: show_permanent_text_box 'CONS_1B'  // Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the crane.

:CRANE1_1243
jump @CRANE1_1461 

:CRANE1_1250
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // @ == $ (int) 
else_jump @CRANE1_1289 
0512: show_permanent_text_box 'CONS_2'  // Push ~k~~GO_BACK~ to move the wrecker ball closer or ~k~~GO_FORWARD~ to move it further away.
jump @CRANE1_1300 

:CRANE1_1289
0512: show_permanent_text_box 'CONS_2B'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to move the magnet closer or further away.

:CRANE1_1300
jump @CRANE1_1461 

:CRANE1_1307
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // @ == $ (int) 
else_jump @CRANE1_1346 
0512: show_permanent_text_box 'CONS_3'  // Press ~k~~PED_JUMPING~ to raise the wrecker ball.
jump @CRANE1_1357 

:CRANE1_1346
0512: show_permanent_text_box 'CONS_3B'  // Press ~k~~PED_JUMPING~ to raise the magnet.

:CRANE1_1357
jump @CRANE1_1461 

:CRANE1_1364
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // @ == $ (int) 
else_jump @CRANE1_1403 
0512: show_permanent_text_box 'CONS_4'  // Press ~k~~PED_SPRINT~ to lower the wrecker ball.
jump @CRANE1_1414 

:CRANE1_1403
0512: show_permanent_text_box 'CONS_4B'  // Press ~k~~PED_SPRINT~ to lower the magnet.

:CRANE1_1414
jump @CRANE1_1461 

:CRANE1_1421
03E6: remove_text_box 
0512: show_permanent_text_box 'CONS_5'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera view.
jump @CRANE1_1461 

:CRANE1_1441
03E6: remove_text_box 
03E5: show_text_box 'CR_3'  // ~k~~VEHICLE_ENTER_EXIT~ Exit Crane
jump @CRANE1_1461 

:CRANE1_1461
32@ = 0 

:CRANE1_1468
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_2277 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @CRANE1_1509 
$10487 += 0.1 

:CRANE1_1509
if 
0735:   is_keyboard_key_pressed 65 
else_jump @CRANE1_1534 
$10487 += -0.1 

:CRANE1_1534
if 
0735:   is_keyboard_key_pressed 87 
else_jump @CRANE1_1559 
$10488 += 0.1 

:CRANE1_1559
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CRANE1_1584 
$10488 += -0.1 

:CRANE1_1584
if 
0735:   is_keyboard_key_pressed 69 
else_jump @CRANE1_1609 
$10489 += 0.1 

:CRANE1_1609
if 
0735:   is_keyboard_key_pressed 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 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_X to_float 
6@ /= 500.0 
0081: 7@ -= frame_delta_time * 6@ // (float) 
if 
   Player.Defined($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 direction_offset_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@ -= frame_delta_time * 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: allow_other_threads_to_display_text_boxes 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 sphere 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 sphere 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~ Enter Crane
$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 XYZ_rotation $2738 0.0 $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 XYZ_rotation $2738 0.0 $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: allow_other_threads_to_display_text_boxes 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: override_text_block 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:   is_keyboard_key_pressed 131 
else_jump @CRANE2_1369 
$10509 += 0.1 

:CRANE2_1369
if 
0735:   is_keyboard_key_pressed 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 direction_offset_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@ += frame_delta_time * 12@ // (float) 
007B: 11@ += frame_delta_time * 13@ // (float) 
006B: 15@ *= 6@ // (float) 
006B: 16@ *= 6@ // (float) 
007B: 10@ += frame_delta_time * 15@ // (float) 
007B: 11@ += frame_delta_time * 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 += frame_delta_time * $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 += frame_delta_time * $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 += frame_delta_time * 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 XYZ_rotation $2738 0.0 $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 XYZ_rotation $2738 0.0 $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: allow_other_threads_to_display_text_boxes 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 sphere 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~ Enter Crane
$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: allow_other_threads_to_display_text_boxes 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: override_text_block 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'  // The movement controls rotate the crane.~N~~k~~PED_JUMPING~ Raise winch.~N~~k~~PED_SPRINT~ Lower winch.~N~~k~~PED_FIREWEAPON~ Release objects.
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 direction_offset_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@ -= frame_delta_time * 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 direction_offset_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 -= frame_delta_time * 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@ XYZ_rotation 0.0 $2739 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: allow_other_threads_to_display_text_boxes 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 2414.176 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 2414.176 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 2414.176 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 2365.372 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 = -1603.162 
$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 // == constant 
else_jump @IMPND_1144 
Model.Load(#LAPD1)
Model.Load(#CZ75)
Model.Load(#COPCARLA)
04AE: $10710 = 280 // = constant 
04AE: $10711 = 596 // = constant 

:IMPND_1144
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // == constant 
else_jump @IMPND_1193 
Model.Load(#SFPD1)
Model.Load(#CZ75)
Model.Load(#COPCARSF)
04AE: $10710 = 281 // = constant 
04AE: $10711 = 597 // = constant 

:IMPND_1193
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // == constant 
else_jump @IMPND_1242 
Model.Load(#LVPD1)
Model.Load(#CZ75)
Model.Load(#COPCARVG)
04AE: $10710 = 282 // = constant 
04AE: $10711 = 598 // = constant 

: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(#CZ75)
   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 respect 100.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 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@ XYZ_rotation -90.0 0.0 $10618($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@ XYZ_rotation -90.0 0.0 $10634($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@ XYZ_rotation 0.0 0.0 $10650($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@ XYZ_rotation 0.0 0.0 $10666($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@ 
Actor.GiveWeaponAndAmmo($10516(12@,8i), Pistol, 9999)
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@ mute_pain_audio 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@ mute_pain_audio 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 -1694.728 10.4887 
03D1: play_wav 4 
03D7: set_wav 4 location 1541.513 -1685.942 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 -1619.872 742.786 -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 // == constant 
04A3:   $10716(16@,8i) == 49 // == constant 
04A3:   $10716(16@,8i) == 9 // == constant 
else_jump @IMPND_3581 
$10716(16@,8i) = -2 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)

:IMPND_3581
if 
04A3:   $10716(16@,8i) == 62 // == constant 
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) // @ == $ (int) 
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 // == constant 
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 // == constant 
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 // == constant 
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
$10516[3] = Actor.CreateAsDriver(Mission2, $10710, $10725[0])
$10516[4] = Actor.CreateAsPassenger(Mission2, $10710, $10725[0], 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@ 
Actor.GiveWeaponAndAmmo($10516(12@,8i), Pistol, 9999)
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
$10516[3] = Actor.CreateAsDriver(Mission2, $10710, $10725[0])
$10516[4] = Actor.CreateAsPassenger(Mission2, $10710, $10725[0], 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@ 
Actor.GiveWeaponAndAmmo($10516(12@,8i), Pistol, 9999)
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, 1565.428, -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
$10516[3] = Actor.CreateAsDriver(Mission2, $10710, $10725[0])
$10516[4] = Actor.CreateAsPassenger(Mission2, $10710, $10725[0], 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@ 
Actor.GiveWeaponAndAmmo($10516(12@,8i), Pistol, 9999)
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@ XYZ_rotation $10734 0.0 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 -1623.68 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@ XYZ_rotation $10734 0.0 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@ XYZ_rotation $10736 0.0 $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@ XYZ_rotation $10736 0.0 $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@ XYZ_rotation $10734 0.0 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@ XYZ_rotation $10734 0.0 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@ XYZ_rotation $10735 0.0 180.0 
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@ XYZ_rotation $10735 0.0 180.0 
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 2461.79 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@ XYZ_rotation $10734 0.0 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 2461.79 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 2461.79 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@ XYZ_rotation $10734 0.0 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 2452.454 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 2452.454 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: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1730 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1465 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 "PED" framedelta 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: get_actor $10516(12@,8i) task 2066 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 -1691.574 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_door 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: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor 24@ task 1476 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 

: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 -1592.752 715.295 -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_door 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: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 2446.944 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 2447.82 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: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_15916
jump @IMPND_16004 

:IMPND_15923
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_16164
jump @IMPND_16286 

:IMPND_16171
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 > 1565.1 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_16436
jump @IMPND_16503 

:IMPND_16443
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_16632
jump @IMPND_16699 

:IMPND_16639
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 
  -1667.058 > $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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_16899
jump @IMPND_17049 

:IMPND_16906
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 -1576.952 661.7159 6.1901 radius 5.0 5.0 5.0 
else_jump @IMPND_17206 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_17199 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1576.952 661.7159 6.1901 mode 6 time -2 ms // versionA 

:IMPND_17199
jump @IMPND_17349 

:IMPND_17206
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 -1566.206 664.1497 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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_17478
jump @IMPND_17695 

:IMPND_17485
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_17855
jump @IMPND_18005 

:IMPND_17862
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_18158
jump @IMPND_18308 

:IMPND_18165
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_18451
jump @IMPND_18601 

:IMPND_18458
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 2453.602 9.82 radius 5.0 5.0 5.0 
else_jump @IMPND_18808 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18801 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2241.879 2453.602 9.82 mode 6 time -2 ms // versionA 

:IMPND_18801
jump @IMPND_18925 

:IMPND_18808
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_19054
jump @IMPND_19222 

:IMPND_19061
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 2495.54 2.266 radius 5.0 5.0 5.0 
else_jump @IMPND_19400 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19393 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2306.376 2495.54 2.266 mode 6 time -2 ms // versionA 

:IMPND_19393
jump @IMPND_19460 

:IMPND_19400
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_19589
jump @IMPND_19656 

:IMPND_19596
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 time -2 ms // versionA 

:IMPND_19785
jump @IMPND_19852 

:IMPND_19792
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1506 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_20411 
062E: get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 2239.572 2448.616 cornerB 2242.362 2449.851 
else_jump @IMPND_20178 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -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 2250.154 2486.405 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2247.823 2487.056 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2246.22 2488.32 9.8203 mode 4 time -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: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_20881 
062E: get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
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 1544.82 -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 time -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 -1636.494 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 2239.572 2448.616 cornerB 2242.362 2449.851 
else_jump @IMPND_21038 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -2 ms // versionA 
jump @IMPND_21066 

:IMPND_21038
05D3: AS_actor $10516(12@,8i) goto_point 2238.569 2449.417 10.0372 mode 4 time -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 
  -1572.784 > $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(#CZ75)
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 // = constant 
$1887[0] = 1 
if 
   not Actor.Dead($1874[1])
else_jump @VALET_456 
Actor.DestroyInstantly($1874[1])

:VALET_456
04AE: $1892[1] = 1 // = constant 
$1887[1] = 1 
if 
   not Actor.Dead($1874[2])
else_jump @VALET_491 
Actor.DestroyInstantly($1874[2])

:VALET_491
04AE: $1892[2] = 1 // = constant 
$1887[2] = 1 
$10756[0] = 330.4229 
$10756[1] = 328.9663 
$10756[2] = 326.4376 
$10759[0] = -1510.783 
$10759[1] = -1512.466 
$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 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 415 respect 0.0 hate 20.0 like 20.0 dislike 20.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 200 respect 0.0 hate 80.0 like 80.0 dislike 80.0 in_car 1 on_foot 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 FAILED!

: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 -1893.418 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~You strayed too far.
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!

: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 $1874[0] used_car 
if 
   not Car.Wrecked($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 $1874[1] used_car 
if 
   not Car.Wrecked($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 $1874[2] used_car 
if 
   not Car.Wrecked($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 $1874[0] used_car 
if 
   not Car.Wrecked($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 $1874[1] used_car 
if 
   not Car.Wrecked($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 $1874[2] used_car 
if 
   not Car.Wrecked($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 $1874[0] used_car 
if 
   not Car.Wrecked($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 $1874[1] used_car 
if 
   not Car.Wrecked($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 $1874[2] used_car 
if 
   not Car.Wrecked($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~Valet Parking
$1870 = 1 
$ONMISSION = 1 
jump @VALET_3829 

:VALET_3813
00BC: show_text_highpriority GXT 'VAL_C1' time 1000 flag 1  // ~s~You can't work here with a wanted level!

:VALET_3829
jump @VALET_3852 

:VALET_3836
00BC: show_text_highpriority GXT 'VAL_90' time 1000 flag 1  // ~S~Get a valet uniform to work as a valet.

: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~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B1' time 5000 flag 1  // ~r~You no longer have the valet uniform.
$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~You're fired!
$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~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B6' time 5000 flag 1  // ~r~The customer's car was destroyed.
$10936 = 8 

:VALET_4102
if 
  $5286 == 0 
else_jump @VALET_4152 
if 
   not Car.Wrecked($10946)
else_jump @VALET_4152 
0987: get_car_blocking_car $10946 store_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] dismemberment_possible 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] dismemberment_possible 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] dismemberment_possible 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~Valet Parking
$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~Valet Mission Level ~1~
02FD: show_text_2numbers_lowpriority GXT 'VAL_76' numbers $10933 $10935 time 4000 flag 1  // ~s~Park ~1~ cars in ~1~ minutes.
$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~Time left
04F7: status_text $10933 type 0 line 1 GXT 'VAL_A3' // global_variable  // Cars to park
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~You killed a valet.~n~-20 second penalty.

: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~You killed a valet.~n~-20 second penalty.

: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~You killed a valet.~n~-20 second penalty.

: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~You ran out of time!
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
$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~There's a car waiting to be serviced.
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~Take this car to the marked parking space.
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  // Damage 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~Another valet picked up the waiting car.
$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~Your car's been stolen! Get back to the service area.

: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~This car doesn't need servicing.

: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_broken 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~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ seconds

: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~Parking Bonus +~1~ second~n~Damage Bonus +~1~ seconds

: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~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ second

: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~Parking Bonus +~1~ second~n~Damage Bonus +~1~ second

: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~Total Bonus +~1~ seconds
jump @VALET_7067 

:VALET_7048
01E4: show_text_1number_lowpriority GXT 'VAL_A15' number $VALET_STAGE time 2500 flag 1  // ~s~Total Bonus +~1~ second

:VALET_7067
00BB: show_text_lowpriority GXT 'VAL_A16' time 3000 flag 1  // ~s~Get back to the car port.
$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~Valet Mission Level ~1~ Passed.
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~You received $~1~ tip.
Player.Money($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~You're fired!
$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  // Damage 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~Another valet picked up the waiting car.
$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:   actor $1874(6@,3i) stuck_under_car 
else_jump @VALET_7985 
062E: get_actor $1874(6@,3i) task 2089 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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 // == constant 
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) dismemberment_possible 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_using_paths $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 time -2 
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_using_paths $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 time -2 
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: get_actor $1874(6@,3i) task 1492 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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_using_paths $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 time -2 
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: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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_using_paths $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 time -2 
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_using_paths $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 time -2 
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_using_paths $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 time -2 
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: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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_using_paths $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) mode 6 time -2 
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 "PED" framedelta 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: get_actor $1874(6@,3i) task 1506 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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 used_car 
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: get_actor $1874(6@,3i) task 1489 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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: get_car_blocking_car $1878(6@,3i) store_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 used_car 
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: get_actor $1874(6@,3i) task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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: get_actor $1874[1] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_12991 
062E: get_actor $1874[0] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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 class 
if and
84A4:   not  12@ == 0 // == constant 
84A4:   not  12@ == 1 // == constant 
84A4:   not  12@ == 2 // == constant 
84A4:   not  12@ == 3 // == constant 
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: get_actor $VALET_CAR_DRIVER task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 1 // == constant 
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 used_car 
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: get_actor $10749 task 1502 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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 $VALET_CAR class 
if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
else_jump @VALET_14983 
12@ = Car.Model($VALET_CAR)
if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
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: get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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 $VALET_CAR class 
if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
else_jump @VALET_15292 
12@ = Car.Model($VALET_CAR)
if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
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: get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
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 // = constant 

:VALET_15400
if 
  6@ == 1 
else_jump @VALET_15431 
Model.Load(#FELTZER)
04AF: 14@ = 533 // = constant 

:VALET_15431
if 
  6@ == 2 
else_jump @VALET_15462 
Model.Load(#ELEGANT)
04AF: 14@ = 507 // = constant 

: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 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
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  // T$9503 == 2 
else_jump @PLANES_1134 
$9501 = Player.Money($PLAYER_CHAR)
if 
002C:   $9501 >= $9500 // (int) 
else_jump @PLANEVALET_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~Valet Parking Complete
$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 
Actor.GiveWeaponAndAmmo(0@, Camera, 1000)

: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 "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "CAMSTND_LKABT" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
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 "CAMSTND_TO_CAMCRCH" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 7 
jump @PHOTO_905 

:PHOTO_852
0605: actor 0@ perform_animation "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "PICSTND_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "PICSTND_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "PICSTND_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "CAMCRCH_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
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 "PICCRCH_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "PICCRCH_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "PICCRCH_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
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 "CAMCRCH_TO_CAMSTND" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
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: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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 // == constant 
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 "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 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 "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
0947: actor 0@ speak_from_audio_table 45 store_spoken_phrase_id_to 9@ 
4@ = 1 
jump @PRISONR_1257 
jump @PRISONR_936 

:PRISONR_839
0605: actor 0@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
4@ = 3 
jump @PRISONR_1257 

:PRISONR_936
jump @PRISONR_1257 

:PRISONR_943
062E: get_actor 0@ task 1541 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // == constant 
else_jump @PRISONR_979 
4@ = 0 

:PRISONR_979
jump @PRISONR_1257 

:PRISONR_986
062E: get_actor 0@ task 1506 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // == constant 
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: get_actor 0@ task 1477 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
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: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_247 
03E6: remove_text_box 

:CAMERA_247
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_409 
03E6: remove_text_box 

:CAMERA_409
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_497 
03E6: remove_text_box 

:CAMERA_497
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_581 
03E6: remove_text_box 

:CAMERA_581
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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 is_flamethrower_fired_in_angled_area_2d 16@ 17@ to 19@ 20@ angle 7.0 sphere 0 
else_jump @CAMERA_1340 
0947: actor $PLAYER_ACTOR speak_from_audio_table 335 store_spoken_phrase_id_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@ firing_weapon 
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@ firing_weapon 
else_jump @CAMERA_1716 
062E: get_actor 8@ task 1704 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // == constant 
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 "GFWAVE2" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

: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'  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
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: actor $PLAYER_ACTOR speak_from_audio_table 334 store_spoken_phrase_id_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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_2658 
03E6: remove_text_box 

:CAMERA_2658
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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'  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_2975 
03E6: remove_text_box 

:CAMERA_2975
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Camera, 10@)
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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_3122 
03E6: remove_text_box 

:CAMERA_3122
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Camera, 10@)
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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_3285 
03E6: remove_text_box 

:CAMERA_3285
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Camera, 10@)
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 are_text_boxes_locked_to_any_thread 
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  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_3580 
03E6: remove_text_box 

:CAMERA_3580
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
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:   $CURRENT_TOWN_NUMBER == 3 // == constant 
else_jump @DEBT_387 
11@ = Player.Money($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(#MAC10)
else_jump @DEBT_1737 
if 
   Model.Available(#AK74U)
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 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
if 
  2@ == 1 
else_jump @DEBT_1151 
Model.Destroy(#VINCENT)
2@ = 0 

:DEBT_1151
13@ = Actor.CreateAsDriver(Mission2, #VWMYCR, 12@)
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@ 
14@ = Actor.CreateAsPassenger(Mission2, #VBMYCR, 12@, 0)
if 
  4@ == 1 
else_jump @DEBT_1294 
Model.Destroy(#VBMYCR)
4@ = 0 

:DEBT_1294
if 
  1@ > 1 
else_jump @DEBT_1357 
15@ = Actor.CreateAsPassenger(Mission2, #VWMYCD, 12@, 1)
if 
  5@ == 1 
else_jump @DEBT_1357 
Model.Destroy(#VWMYCD)
5@ = 0 

:DEBT_1357
if 
  1@ > 2 
else_jump @DEBT_1418 
16@ = Actor.CreateAsPassenger(Mission2, #HMYCR, 12@, 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: set_actor 13@($3400,4i) keep_tasks_after_cleanup 1 
if or
  $3400 == 0 
  $3400 == 2 
else_jump @DEBT_1575 
Actor.GiveWeaponAndAmmo(13@($3400,4i), MicroUzi, 9999)

:DEBT_1575
if or
  $3400 == 1 
  $3400 == 3 
else_jump @DEBT_1614 
Actor.GiveWeaponAndAmmo(13@($3400,4i), AK47, 9999)

:DEBT_1614
$3400 += 1 
jump @DEBT_1439 

:DEBT_1628
if 
  7@ == 1 
else_jump @DEBT_1658 
Model.Destroy(#MAC10)
7@ = 0 

:DEBT_1658
if 
  8@ == 1 
else_jump @DEBT_1688 
Model.Destroy(#AK74U)
8@ = 0 

:DEBT_1688
0@ += 1 
jump @DEBT_1730 

:DEBT_1702
if 
   not Model.Available(#AK74U)
else_jump @DEBT_1730 
Model.Load(#AK74U)
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(#MAC10)
else_jump @DEBT_1903 
Model.Load(#MAC10)
7@ = 1 

:DEBT_1903
if 
   not Model.Available(#AK74U)
else_jump @DEBT_1931 
Model.Load(#AK74U)
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 
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)
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: get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 time 5000 
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 sphere 0 
else_jump @DEBT_2671 
if 
02CA:   car 12@ bounding_sphere_visible 
else_jump @DEBT_2671 
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @DEBT_2671 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

: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: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @DEBT_2761 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_2761
jump @DEBT_3123 

:DEBT_2768
if 
   not Car.Wrecked(12@)
else_jump @DEBT_2869 
062E: get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
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 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:DEBT_3076
jump @DEBT_3123 

:DEBT_3083
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @DEBT_3123 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

: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: get_actor 13@($3400,4i) task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
else_jump @DEBT_3545 
Actor.RemoveReferences(13@($3400,4i))
07A5: AS_actor 13@($3400,4i) attack_actor $PLAYER_ACTOR time 5000 

: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(#MAC10)
7@ = 0 

:DEBT_4020
if 
  8@ == 1 
else_jump @DEBT_4050 
Model.Destroy(#AK74U)
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:   actor 0@ on_turret_of_car 
else_jump @HOTDOGV_648 
0A33: get_car_ped_is_attached_to 0@ store_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) = $3396
0 v$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.AnimatiAR) += -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 
