{$CLEO .cs}

//-------------MAIN---------------
0000:nop
:CAR_CREAT
4@ = 1 //  
10@ = 0 //  
JUMP @Na4alo_1
wait 0
if
00E1: key_pressed 0 4//-=TAB=-
else_jump @CAR_CREAT
if
00E1: key_pressed 0 4//-=TAB=-
//0AB0:   key_pressed 71 //G
else_jump @CAR_CREAT
29@ = #ADMIRAL 
gosub @load_id_1 //  -29@
car.Create(1@,29@,2498.198 -1680.1064 13.3565)
wait 0
model.Destroy(29@)
car.RemoveReferences(1@)
29@ = #FREEWAY
gosub @load_id_1 //  -29@
car.Create(1@,29@,2498.198 -1670.1064 13.3565)
wait 0
model.Destroy(29@)
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
actor.PutAt($PLAYER_ACTOR,2494.425, -1683.7823, 13.3385)
wait 0
car.RemoveReferences(1@)

//====================
4@ = 1 //  

:Na4alo_1
wait 0
if and
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0 
not actor.Driving($PLAYER_ACTOR)
00E1: key_pressed 0 4//-=TAB=-
else_jump @Na4alo_2
3@ = 0
2@ = 0
gosub @CAR_EXIST_ZONE_ACTOR_1// . 0@-  2@=0- 2@=1- 2@=2-
if 
2@ == 1 //   
else_jump @Na4alo_2
gosub @SET_CAR_ZONE_1//   
jump @OPEN_COMPONENT

:Na4alo_2
wait 0
if and
056E: 0@
4@ == 0 // 
else_jump @Na4alo_3
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 0.0 -3.0 0.0 
if and
 not actor.Driving($PLAYER_ACTOR)
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 24@ 25@ 26@ radius 1.0 1.0 1.0 
else_jump @Na4alo_3
jump @OPEN_BAGAGNIK_ZAPAS

:Na4alo_3
wait 0
if and
10@ == 1 // 
actor.Driving($PLAYER_ACTOR)
$ONMISSION == 0
else_jump @Na4alo_1
$ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION
gosub @LOAD_TXD
21@ = 400.0
22@ = 80.0
jump @DRIVER_KANISTRA_1
//=======================   ====================

 :DRIVER_KANISTRA_1
03F0: text_draw_toggle  0 //      
wait 0
038D: create_texture  84 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
038D: create_texture  85 position  560.0  21@ scale  90.0  22@ color  255  255  255 alpha 255
21@ += 0.006
22@ -= 0.02
if or
22@ <= 0.0
not actor.Driving($PLAYER_ACTOR)
else_jump @DRIVER_KANISTRA_1
03F0: text_draw_toggle  0 //     
wait 0
0391: release_txd_dictionary //  TXD'
wait 1000
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
10@ = 0 // 
jump @Na4alo_1
//===================================================
:LOAD_TXD
0390: load_txd_dictionary "GTASIMS"  // TXD  -        
038F: request_texture "KANISTRA" as  81
038F: request_texture "INSTRUMENT" as  82
038F: request_texture "KOLESO" as  83  //
038F: request_texture "EXIT" as  80  //
038F: request_texture "KURSOR" as  70  //

038F: request_texture "KANISTRA1" as  84  //
038F: request_texture "KANISTRA2" as  85  //
038F: request_texture "DIALOG1" as  86  //
038F: request_texture "DIALOG2" as  87  //
038F: request_texture "DIALOG3" as  88  //
038F: request_texture "MOTOR" as  89  //
038F: request_texture "POLOSA" as  90  //
038F: request_texture "WHILS" as  91  //
038F: request_texture "BOXINS" as  92  //
038F: request_texture "KANOFF" as  93  //
038F: request_texture "KANON" as  94  //
return
//===================================================
:OPEN_BAGAGNIK_ZAPAS

   8137:   not car 0@ model == #POLMAV
   jf @OPEN_BAGAGNIK_ZAPAS_ENDen
   8137:   not car 0@ model == #MAVERICK
   jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    8137:   not car 0@ model == #RAINDANC
    jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    8137:   not car 0@ model == #CARGOBOB
    jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    8137:   not car 0@ model == #HUNTER
    jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    8137:   not car 0@ model == #LEVIATHN
    jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    8137:   not car 0@ model == #SPARROW
    jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    8137:   not car 0@ model == #SEASPAR
    jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    8137:   not car 0@ model == #VCNMAV
    jf @OPEN_BAGAGNIK_ZAPAS_ENDen
    //4@ = 1 // 
    jump @OPEN_BAGAGNIK_ZAPAS_0
    
:OPEN_BAGAGNIK_ZAPAS_ENDen
jump @Na4alo_3
    
:OPEN_BAGAGNIK_ZAPAS_0  //    
$ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION
wait 1000
gosub @LOAD_TXD
gosub @CREAT_OBJECT_CAR_BAGAGNIK //   
 21@ = 350.0
 22@ = 250.0

:OPEN_BAGAGNIK_ZAPAS_1
03F0: text_draw_toggle  0 //     
 wait 0
 038D: create_texture  80 position  400.0  300.0 scale  50.0  50.0 color  255  255  255 alpha 255
 
 038D: create_texture  81 position  460.0  260.0 scale  50.0  50.0 color  255  255  255 alpha 255
 038D: create_texture  82 position  460.0  300.0 scale  50.0  50.0 color  255  255  255 alpha 255
 038D: create_texture  83 position  460.0  340.0 scale  50.0  50.0 color  255  255  255 alpha 255
 038D: create_texture  70 position  21@  22@ scale  20.0  20.0 color  255  255  255 alpha 255
  
 :OPEN_BAGAGNIK_ZAPAS_2
 0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  31@ > 0
  else_jump @OPEN_BAGAGNIK_ZAPAS_3
  21@ += 3.0
  if
   21@ > 490.0
   else_jump @OPEN_BAGAGNIK_ZAPAS_3
    21@ = 490.0
  
 :OPEN_BAGAGNIK_ZAPAS_3
 0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  31@ < 0
  else_jump @OPEN_BAGAGNIK_ZAPAS_4
  21@ -= 3.0
  if
   21@ < 350.0
   else_jump @OPEN_BAGAGNIK_ZAPAS_4
    21@ = 350.0
  
 :OPEN_BAGAGNIK_ZAPAS_4
 0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  32@ < 0
  else_jump @OPEN_BAGAGNIK_ZAPAS_5
  22@ += 3.0
  if
   22@ > 400.0
   else_jump @OPEN_BAGAGNIK_ZAPAS_5
    22@ = 400.0
  
  :OPEN_BAGAGNIK_ZAPAS_5
  0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  32@ > 0
  else_jump @OPEN_BAGAGNIK_ZAPAS_6
  22@ -= 3.0
  if
   22@ < 200.0
   else_jump @OPEN_BAGAGNIK_ZAPAS_6
    22@ = 200.0

:OPEN_BAGAGNIK_ZAPAS_6
if
00E1: key_pressed 0 6 //AIM
else_jump @OPEN_BAGAGNIK_ZAPAS_99
jump @ICON_SHIRE_1

:OPEN_BAGAGNIK_ZAPAS_99 
if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 24@ 25@ 26@ radius 1.0 1.0 1.0 
00E1: key_pressed 0 15 //EXIT
else_jump @OPEN_BAGAGNIK_ZAPAS_1

:OPEN_BAGAGNIK_ZAPAS_END
03F0: text_draw_toggle  0 //     
wait 0
0391: release_txd_dictionary //  TXD'
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION

:object_ex_1
if
03CA: object 11@ exists
else_jump @object_ex_2
Object.Destroy(11@)

:object_ex_2
if
03CA: object 12@ exists
else_jump @object_ex_3
Object.Destroy(12@)

:object_ex_3
if
03CA: object 13@ exists
else_jump @object_ex_99
Object.Destroy(13@)

:object_ex_99
jump @Na4alo_1
//=====================================
 // 0215: destroy_pickup 5@ 
 // 29@ = 1239
 // gosub @LOAD_ID_1
 // 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -3.0 0.0 
 // 0213: 5@ = create_pickup 1239 type 3 at 21@ 22@ 23@
//=====================================  
 :ICON_SHIRE_1 //
  0509: 23@ = distance_between_XY 21@ 22@ and_XY 460.0  260.0
   if
    23@ < 20.0
   else_jump @ICON_SHIRE_2
 gosub @ANIM_OPEN_OBJECT_LUCK
 wait 1000
 gosub @KANISTRA_increat_0
 jump @OPEN_BAGAGNIK_ZAPAS_99 

 
 :ICON_SHIRE_2   //
 0509: 23@ = distance_between_XY 21@ 22@ and_XY 460.0  300.0
 if
    23@ < 20.0
   else_jump @ICON_SHIRE_3
 gosub @ANIM_OPEN_OBJECT_LUCK
 wait 1000
 gosub @BOX_increat_0
 jump @OPEN_BAGAGNIK_ZAPAS_END 
 
 :ICON_SHIRE_3   //
 0509: 23@ = distance_between_XY 21@ 22@ and_XY 460.0  340.0
 if
    23@ < 20.0
   else_jump @ICON_SHIRE_4
 gosub @ANIM_OPEN_OBJECT_LUCK
 wait 1000
 gosub @KOLESO_increat_0
 jump @OPEN_BAGAGNIK_ZAPAS_END
 
 :ICON_SHIRE_4 //EXIT
 0509: 23@ = distance_between_XY 21@ 22@ and_XY 400.0  300.0
 if
    23@ < 20.0
 else_jump @ICON_SHIRE_99
 gosub @ANIM_CLOSET_BAGAJNIK_2//  
 wait 4000 
 08A6: set_car 0@ componentA 1 rotation_to 0.0 
 4@ = 1 //  
 jump @OPEN_BAGAGNIK_ZAPAS_END
 
 :ICON_SHIRE_99 
 jump @OPEN_BAGAGNIK_ZAPAS_99
//======================================= 
//=======================================   .
//=======================================
:ANIM_OPEN_OBJECT_LUCK   //   
06D2: 28@v = "POOL" // @v = string 
gosub @LOAD_ANIM_0  
0605: actor $PLAYER_ACTOR perform_animation_sequence "POOL_XLong_Start" from_file "POOL" 4.10 loop 0 1 1 0 time -1 
return

//==================================
//==================================
//==================================
:KANISTRA_increat_0
03F0: text_draw_toggle  0 //     
object.Destroy(13@)
29@ = 1650
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(13@,1650,21@, 22@, 23@)//
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 90.0
object.Angle(13@) = 21@
070A: AS_actor $PLAYER_ACTOR attach_to_object 13@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
08D2: object 13@ scale_model 0.7 
model.Destroy(29@)
10@ = 0//  
30@ = 93//  

:KANISTRA_increat_1
03F0: text_draw_toggle  0 //      
 wait 0
 038D: create_texture  30@ position  30.0  40.0 scale  50.0  50.0 color  255  255  255 alpha 255
if and
 00E1: key_pressed 0 15 //-=EXIT=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @KANISTRA_increat_2
 object.Destroy(13@)
 29@ = 1650
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.50 
if
   056E: 0@
   else_jump @KANISTRA_increat_END
 if
  8202:   not actor $PLAYER_ACTOR near_car 0@ radius 5.0 5.0 flag 0 
 else_jump @KANISTRA_increat_END
 object.Create(13@,1073,21@, 22@, 23@)//
 08D2: object 13@ scale_model 0.7 
 model.Destroy(29@)
 return
 :KANISTRA_increat_END
 if
   056E: 0@
   else_jump @KANISTRA_increat_END_0
  object.Create(13@,1073,21@, 22@, 23@)//
  0681: attach_object 12@ to_car 0@ at_offset -0.40 -2.40 -0.1 rotation 0.0 0.0 0.0
  08D2: object 13@ scale_model 0.7  
  model.Destroy(29@)
  :KANISTRA_increat_END_0
  return

:KANISTRA_increat_2
  wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
   056E: 0@
else_jump @KANISTRA_increat_1 
if and
10@ == 1
00E1: key_pressed 0 4 //-=TAB=-
not actor.Driving($PLAYER_ACTOR)
else_jump @KANISTRA_increat_3
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -1.70 -1.0 -0.50
0407: store_coords_to 31@ 32@ 33@ from_car 0@ with_offset -1.70 1.0 -0.50 
if or
00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
00F0:   actor $PLAYER_ACTOR 0 near_point 31@ 32@ radius 1.0 1.0 stopped_on_foot
else_jump @KANISTRA_increat_3
object.Destroy(13@) 
06D2: 28@v = "SNM" // @v = string 
gosub @LOAD_ANIM_0 
29@ = 1650
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(13@,1650,21@, 22@, 23@)//
wait 0
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.10 
 069B: attach_object 13@ to_actor $PLAYER_ACTOR at_offset 0.10 0.40 0.0 rotation 0.0 95.0 90.0
 0605: actor $PLAYER_ACTOR perform_animation_sequence "Spanking_IdleP" from_file "SNM" 4.0 loop 0 0 0 0 4000 ms
 066A: 22@ = attach_particle "coke_trail" to_actor $PLAYER_ACTOR with_offset  0.10 0.50 0.0 rotation  -40.0 0.0 0.0 flag 1 
 064C: make_particle 22@ visible
 21@ = car.Angle(0@)
 21@ -= 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 wait 4000
 0650: destroy_particle 22@
 08A6: set_car 0@ componentA 1 rotation_to 0.0 
 4@ = 1 //  
 10@ = 1 // 
 jump @OPEN_BAGAGNIK_ZAPAS_END

:KANISTRA_increat_3 //    .
wait 0
if and
10@ == 0
00E1: key_pressed 0 4 //-=TAB=-
else_jump @KANISTRA_increat_1
 0615: define_action_sequences 21@
 0605: actor -1 perform_animation_sequence "IDLE_taxi" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
 0616: define_action_sequences_end 21@ 
 0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@
 061B: remove_references_to_action_sequences 21@
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if and
056D:   actor 1@ defined
056E: 0@
else_jump @KANISTRA_increat_1 
if  
 actor.Driving(1@) 
else_jump @KANISTRA_increat_1
//05D6: clear_scmpath 
actor.SetImmunities(1@,1 , 1, 1, 1, 1) 
Car.SetDriverBehaviour(0@, DriveToPlayer)
wait 0
jump @GIVE_DRIVER_BENZO_1 


//==========================   ==================
  //===============================================
 //======    -1=============
 //===============================================
 :GIVE_DRIVER_BENZO_1 //  
 wait 0
 if 
  00F3:   actor $PLAYER_ACTOR near_actor 1@ radius 2.0 2.0 0 on_foot 
   else_jump @KANISTRA_increat_1
   038D: create_texture  86 position  350.0  180.0 scale  50.0  50.0 color  255  255  255 alpha 255
   marker.CreateAboveActor(20@,1@)
   Car.LockInCurrentPosition(0@) = true
   car.DoorStatus(0@) = 2 
   wait 1000
   0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
   wait 1000
   0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_chat" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
   wait 1000
   0633: AS_actor 1@ exit_car 
   wait 1000
   0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
   object.Destroy(13@)
29@ = 1650
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(13@,1650,21@, 22@, 23@)//
070A: AS_actor 1@ attach_to_object 13@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
  21@ = actor.Angle(1@)
  21@ += 90.0
  object.Angle(13@) = 21@
0615: define_action_sequences 21@ //  
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 1.50
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR
0605: actor -1 perform_animation_sequence "IDLE_chat" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
05C2: AS_actor -1 show_the_finger
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR 1 1
0823: AS_actor -1 greet_actor $PLAYER_ACTOR 0.5 3
0616: define_action_sequences_end 21@ //  
0618: assign_actor 1@ to_action_sequences 21@
061B: remove_references_to_action_sequences 21@//    
03F0: text_draw_toggle  0 //     
wait 2000
038D: create_texture  87 position  250.0  180.0 scale  50.0  50.0 color  255  255  255 alpha 255
wait 3000
Car.LockInCurrentPosition(0@) = false
marker.Disable(20@)
object.Destroy(13@)

29@ = 1650
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(13@,1650,21@, 22@, 23@)//

0382: set_object 13@ collision_detection 0
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.50 -0.70 
object.PutAt(13@,21@, 22@, 23@)
03F0: text_draw_toggle  0 //      
jump @GIVE_DRIVER_BENZO_2

 :GIVE_DRIVER_BENZO_2 //  
 wait 0
 if 
  00E1: key_pressed 0 4 //-=TAB=-
  else_jump @GIVE_DRIVER_BENZO_3
  03F0: text_draw_toggle  0 //     
  wait 0
  038D: create_texture  88 position  270.0  180.0 scale  50.0  50.0 color  255  255  255 alpha 255
  car.DoorStatus(0@) = 0 
  object.Destroy(13@)
29@ = 1650
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(13@,1650,21@, 22@, 23@)//
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 90.0
object.Angle(13@) = 21@
070A: AS_actor $PLAYER_ACTOR attach_to_object 13@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
model.Destroy(29@)
  10@ = 1 // 
  30@ = 94//  
  wait 3000
  jump @KANISTRA_increat_1
  
  :GIVE_DRIVER_BENZO_3// .
  wait 0
  if
   8471: not unknown_actor $PLAYER_ACTOR near_object 13@ radius 20.0 20.0 unknown 0
  else_jump @GIVE_DRIVER_BENZO_2
  4@ = 1 //  
  jump @OPEN_BAGAGNIK_ZAPAS_END
//==================================
//==================================
//==================================
:KOLESO_increat_0
03F0: text_draw_toggle  0 //     
object.Destroy(12@)
29@ = 1073
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(12@,1073,21@, 22@, 23@)//
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 90.0
object.Angle(12@) = 21@
070A: AS_actor $PLAYER_ACTOR attach_to_object 12@ offset 0.03 0.27 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
08D2: object 12@ scale_model 0.7 
model.Destroy(29@)
 
:KOLESO_increat_1
 03F0: text_draw_toggle  0 //      
 wait 0
 038D: create_texture  91 position  30.0  40.0 scale  50.0  50.0 color  255  255  255 alpha 255
if and
 00E1: key_pressed 0 15 //-=EXIT=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @KOLESO_increat_2
 object.Destroy(12@)
 29@ = 1073
 gosub @LOAD_ID_1
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -0.50 
 if
   056E: 0@
   else_jump @KOLESO_increat_END
 if
  8202:   not actor $PLAYER_ACTOR near_car 0@ radius 5.0 5.0 flag 0 
 else_jump @KOLESO_increat_END
 object.Create(12@,1073,21@, 22@, 23@)//
 08D2: object 12@ scale_model 0.7 
 model.Destroy(29@)
 return
 :KOLESO_increat_END
 if
   056E: 0@
   else_jump @KOLESO_increat_END_0
  object.Create(12@,1073,21@, 22@, 23@)//
  0681: attach_object 12@ to_car 0@ at_offset 0.0 -2.40 -0.1 rotation 0.0 0.0 0.0
  08D2: object 12@ scale_model 0.7  
  model.Destroy(29@)
  :KOLESO_increat_END_0
  return

:KOLESO_increat_2 // 
  wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
   056E: 0@
else_jump @KOLESO_increat_1
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 3.0 0.0 
if  and
 00E1: key_pressed 0 4 //-=TAB=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @KOLESO_increat_1
 03F0: text_draw_toggle  0 //      
 jump @TIRESrepare_ZONE_1
//===============    =============
//===========================================
  //==================== ˨=============
  //===============================================
  :TIRESrepare_ZONE_1//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 2.0 2.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_2
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 2.50 2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ += 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 2
 wait 100
06D2: 28@v = "FOOD" // @v = string 
gosub @LOAD_ANIM_0 
 0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
 wait 2000
 object.Destroy(12@)
return
 
  :TIRESrepare_ZONE_2//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 2.0 -0.50
if
056E: 0@
else_jump @TIRESrepare_ZONE_3
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_3
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.50 2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ -= 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 0
 06D2: 28@v = "FOOD" // @v = string 
gosub @LOAD_ANIM_0 
 0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
  wait 2000
 object.Destroy(12@)
 return
 
 :TIRESrepare_ZONE_3//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset  2.0 -2.0 -0.50 
 if
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_4
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 2.50 -2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ += 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 3
 06D2: 28@v = "FOOD" // @v = string 
gosub @LOAD_ANIM_0 
 0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
  wait 2000
 object.Destroy(12@)
 return
 
 :TIRESrepare_ZONE_4//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 -2.0 -0.50 
 if
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_FAILED
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.50 -2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ -= 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 1
06D2: 28@v = "FOOD" // @v = string 
gosub @LOAD_ANIM_0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
 wait 2000
 object.Destroy(12@)
 return
 
:TIRESrepare_ZONE_FAILED
wait 0
jump @KOLESO_increat_1
 
//==================================
//==================================
//==================================
 :BOX_increat_0
03F0: text_draw_toggle  0 //     
object.Destroy(11@)
29@ = 3016
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(11@,3016,21@, 22@, 23@)//
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 90.0
object.Angle(11@) = 21@
070A: AS_actor $PLAYER_ACTOR attach_to_object 11@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
model.Destroy(29@)

:BOX_increat_1 // 
 03F0: text_draw_toggle  0 //      
 wait 0
 038D: create_texture  92 position  30.0  40.0 scale  50.0  50.0 color  255  255  255 alpha 255
if and
 00E1: key_pressed 0 15 //-=EXIT=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @BOX_increat_2
 03F0: text_draw_toggle  0 //      
 object.Destroy(11@)
 29@ = 3016
 gosub @LOAD_ID_1
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -0.50 
 if
   056E: 0@
   else_jump @BOX_increat_END
 if
  8202:   not actor $PLAYER_ACTOR near_car 0@ radius 5.0 5.0 flag 0 
 else_jump @BOX_increat_END
 object.Create(11@,3016,21@, 22@, 23@)//
 model.Destroy(29@)
 return
 
 :BOX_increat_END  
 if
   056E: 0@
   else_jump @BOX_increat_END_0
  object.Create(11@,3016,21@, 22@, 23@)//
  0681: attach_object 11@ to_car 0@ at_offset 0.0 -2.40 -0.1 rotation 0.0 0.0 0.0 
  model.Destroy(29@)
  :BOX_increat_END_0
  return
 
 
:BOX_increat_2 // 
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
   056E: 0@
else_jump @BOX_increat_1 
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 3.0 0.0 
if  and
 00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 00E1: key_pressed 0 4 //-=TAB=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @BOX_increat_1
 03F0: text_draw_toggle  0 //      
 wait 0
 038D: create_texture  89 position  30.0  40.0 scale  50.0  50.0 color  255  255  255 alpha 255 
 0657: car 0@ open_componentA 0
 21@ = car.Angle(0@)
21@ -= 180.0
actor.Angle($PLAYER_ACTOR) = 21@
06D2: 28@v = "SCRATCHING" // @v = string 
gosub @LOAD_ANIM_0 
06D2: 28@v = "POOL" // @v = string 
gosub @LOAD_ANIM_0 
06D2: 28@v = "SHOP" // @v = string 
gosub @LOAD_ANIM_0 
06D2: 28@v = "BAR" // @v = string 
gosub @LOAD_ANIM_0  
0615: define_action_sequences 21@
0605: actor -1 perform_animation_sequence "sc_ltol" from_file "SCRATCHING" 4.0 loop 0 0 0 0 -1 
0605: actor -1 perform_animation_sequence "POOL_Med_Start" from_file "POOL" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "SHP_Serve_Loop" from_file "SHOP" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "sc_ltor" from_file "SCRATCHING" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "POOL_Long_Start" from_file "POOL" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "Barserve_bottle" from_file "BAR" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 21@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@
061B: remove_references_to_action_sequences 21@
 wait 1000
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.90 0.0
 064B: 20@ = create_particle "explosion_door" at 21@ 22@ 23@ 1
 064C: make_particle 20@ visible //, $PaLe -  
 wait 3000
 0650: destroy_particle 20@ //, $PaLe -  
 wait 100
 064B: 20@ = create_particle "overheat_car_electric" at 21@ 22@ 23@ 1
 064C: make_particle 20@ visible //, $PaLe -  
 wait 2000
 0650: destroy_particle 20@ //, $PaLe -  
 wait 100
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.20
 064B: 20@ = create_particle "prt_gunshell" at 21@ 22@ 23@ 1
 064C: make_particle 20@ visible //, $PaLe -  
 wait 2000
 0650: destroy_particle 20@ //, $PaLe -  
//==== ====
0227: 21@ = car 0@ health
21@ += 100
//01E3: text_1number_styled 'dollar' 21@ 5000 ms 4
0224: set_car 0@ health_to 21@
if
 21@ > 1000
 else_jump @MOTOR_0//BOX_increat_1 
  21@ = 1000
  //01E3: text_1number_styled 'dollar' 21@ 5000 ms 4
  0224: set_car 0@ health_to 21@
  
  //Jump @BOX_increat_1 
  :MOTOR_0
  22@ = 20.0
  23@ = 20.0

  :MOTOR_1
  03F0: text_draw_toggle  0 //      
  wait 0
  038D: create_texture  89 position  30.0  40.0 scale  50.0  50.0 color  255  255  255 alpha 255
  038D: create_texture  90 position  22@   60.0 scale  23@  5.0 color  255  255  255 alpha 255
  22@ += 0.5
  23@ += 1.0
  21@ -= 50
  if
   21@ < 0
  else_jump @MOTOR_1
  Jump @BOX_increat_1 
//==================================
//===========================    
:CREAT_OBJECT_CAR_BAGAGNIK
29@ = 3016
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(11@,3016,21@, 22@, 23@)//
0681: attach_object 11@ to_car 0@ at_offset 0.0 -2.10 -0.1 rotation 0.0 0.0 0.0 
model.Destroy(29@)
29@ = 1073
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(12@,1073,21@, 22@, 23@) //
0681: attach_object 12@ to_car 0@ at_offset 0.4 -2.10 0.1 rotation 0.0 0.0 0.0
08D2: object 12@ scale_model 0.7 
model.Destroy(29@)
29@ = 1650
gosub @LOAD_ID_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(13@,1650,21@, 22@, 23@)//  
0681: attach_object 13@ to_car 0@ at_offset -0.4 -2.10 0.1 rotation 0.0 0.0 0.0
model.Destroy(29@) 
return
//===================================================
//=================   ==============
//===================================================
:OPEN_COMPONENT
if
3@ == -1
else_jump @OPEN_COMPONENT_0
jump @Na4alo_1

:OPEN_COMPONENT_0
if
3@ == 0
else_jump @OPEN_COMPONENT_1 
//gosub @ANIM_OPEN_KAPOT_1//  
gosub @OPEN_KAPOT_A   //
jump @Na4alo_1

:OPEN_COMPONENT_1
if
3@ == 1
else_jump @OPEN_COMPONENT_2
//gosub @ANIM_OPEN_BAGAJNIK_1 //  
gosub @OPEN_BAGANIK_A      //  
jump @Na4alo_1

:OPEN_COMPONENT_2
if
3@ == 2
else_jump @OPEN_COMPONENT_3 
//gosub @ANIM_OPEN_LEFT_DOOR_CAR//   
jump @Na4alo_1 

:OPEN_COMPONENT_3
if
3@ == 3
else_jump @OPEN_COMPONENT_4 
05CA: AS_actor $PLAYER_ACTOR enter_car 0@ passenger_seat 1 -1 ms  
//gosub @ANIM_OPEN_LEFT_DOOR_CAR//   
 jump @Na4alo_1

:OPEN_COMPONENT_4
wait 0
if
3@ == 4
else_jump @OPEN_COMPONENT_5 
05CA: AS_actor $PLAYER_ACTOR enter_car 0@ passenger_seat 0 -1 ms 
//gosub @ANIM_OPEN_RIGHT_DOOR_CAR  //   
jump @Na4alo_1 

:OPEN_COMPONENT_5
if
3@ == 5
else_jump @OPEN_COMPONENT_99 
05CA: AS_actor $PLAYER_ACTOR enter_car 0@ passenger_seat 2 -1 ms 
//gosub @ANIM_OPEN_RIGHT_DOOR_CAR  //   
jump @Na4alo_1 

:OPEN_COMPONENT_99
 jump @Na4alo_1
//================================================ 
//================================================
//================================================
//===========   =========================//
      :OPEN_KAPOT_A   //          
       wait 0              
      095F: get_car 0@ componentA 0 rotation_to 21@
      if 
       21@ < 0.50
       else_Jump @OPEN_KAPOT_B 
gosub @ANIM_OPEN_KAPOT_1//  
       Jump @OPEN_KAPOT_open 
       
        :OPEN_KAPOT_B               
       wait 0              
      095F: get_car 0@ componentA 0 rotation_to 21@
      if 
       21@ > 0.50
       else_Jump @OPEN_KAPOT_A
gosub @ANIM_CLOSET_KAPOT_2//  
wait 3500
       Jump @OPEN_KAPOT_close 
                      //=========================================//
                      
        :OPEN_BAGANIK_A      //         
       wait 0              
      if 
       4@ == 1 // 
       else_Jump @OPEN_BAGANIK_B 
       4@ = 0 // 
gosub @ANIM_OPEN_BAGAJNIK_1 //  
wait 1000 
       Jump @OPEN_BAGANIK_open 
       
        :OPEN_BAGANIK_B               
       4@ = 1 //  
gosub @ANIM_CLOSET_BAGAJNIK_2//  
wait 1000      
       Jump @OPEN_BAGANIK_close  
//======================================================
//================\ =============
  :OPEN_KAPOT_open
  wait 0
  21@ += 0.01
  08A6: set_car 0@ componentA 0 rotation_to 21@
  if
   21@ > 0.80
   else_jump @OPEN_KAPOT_open
   08A6: set_car 0@ componentA 0 rotation_to 0.80
   wait 1000
   return
   
    :OPEN_KAPOT_close
  wait 0
  21@ -= 0.04
  08A6: set_car 0@ componentA 0 rotation_to 21@
  if
   21@ < 0.0
   else_jump @OPEN_KAPOT_close
   08A6: set_car 0@ componentA 0 rotation_to 0.0
   wait 1000
   return
   
   
//===================================================
//========\ ===============
   :OPEN_BAGANIK_open
   08A6: set_car 0@ componentA 1 rotation_to 1.0
   wait 1000 
  // jump @OPEN_BAGAGNIK_ZAPAS //  
  return
   
   :OPEN_BAGANIK_close 
   08A6: set_car 0@ componentA 1 rotation_to 0.0 
   wait 1000  
   return

//=========================================                 _1__
//=========================================     []___[]  -1  .
//=========================================               [    ]
//=========================================               [    ]
//=========================================              []    []
//=========================================              00___00
//=========================================                 0

//================================= 
:CAR_STRUCTURE_1 //      0-2
01E9: 12@ = car 0@ num_passengers
return
 //=============

:SET_CAR_ZONE_1  //
//gosub @CAR_STRUCTURE_1
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 3.0 0.0 
if
00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
else_jump @SET_CAR_ZONE_2
3@ = 0
return

:SET_CAR_ZONE_2   //
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -3.0 0.0 
if
00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
else_jump @SET_CAR_ZONE_3
3@ = 1
return

:SET_CAR_ZONE_3  //  
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -1.50 0.20 0.0 
if
00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 0.50 0.50 stopped_on_foot
else_jump @SET_CAR_ZONE_4
3@ = 2
return

:SET_CAR_ZONE_4  //   
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -1.50 -0.90 0.0 
if and
0431:   car 0@ passenger_seat_free 1 //      0-2
00EC:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 
else_jump @SET_CAR_ZONE_5
3@ = 3
return

:SET_CAR_ZONE_5   //  
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 1.50 0.20 0.0 
if
00EC:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 
else_jump @SET_CAR_ZONE_6
3@ = 4
return

:SET_CAR_ZONE_6   //  
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 1.50 -0.50 0.0 
if and
0431:   car 0@ passenger_seat_free 2 //      0-2
00EC:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 
else_jump @SET_CAR_ZONE_99
3@ = 5
return

:SET_CAR_ZONE_99
3@ = -1
return
//==========================================================
gosub @CAR_EXIST_ZONE_ACTOR_1// . 0@-
2@ = 1// 0.   . 1- 0-
2@ = 2// 
gosub @load_id_1 //  -29@

//======================================================
//======================================================  
//======================================================
:ANIM_OPEN_KAPOT_1//  
06D2: 28@v = "GHANDS" // @v = string 
gosub @LOAD_ANIM_0
21@ = car.Angle(0@)
21@ -= 180.0
actor.Angle($PLAYER_ACTOR) = 21@
0615: define_action_sequences 21@
0605: actor -1 perform_animation_sequence "gsign2" from_file "GHANDS" 4.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign1LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "gsign2LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 21@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@
061B: remove_references_to_action_sequences 21@
return

 :ANIM_CLOSET_KAPOT_2//  
06D2: 28@v = "GHANDS" // @v = string 
gosub @LOAD_ANIM_0
21@ = car.Angle(0@)
21@ -= 180.0
actor.Angle($PLAYER_ACTOR) = 21@
0615: define_action_sequences 21@
0605: actor -1 perform_animation_sequence "gsign1" from_file "GHANDS" 4.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign3" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 21@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@
061B: remove_references_to_action_sequences 21@
return
         //==================================
:ANIM_OPEN_BAGAJNIK_1//  
06D2: 28@v = "GHANDS" // @v = string 
gosub @LOAD_ANIM_0
21@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 21@
0615: define_action_sequences 21@
0605: actor -1 perform_animation_sequence "gsign2" from_file "GHANDS" 94.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign1LH" from_file "GHANDS" 94.0 loop 0 0 0 0 -1
//0605: actor -1 perform_animation_sequence "gsign2LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 21@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@
061B: remove_references_to_action_sequences 21@
return

:ANIM_CLOSET_BAGAJNIK_2//  
06D2: 28@v = "GHANDS" // @v = string 
gosub @LOAD_ANIM_0
21@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 21@
0615: define_action_sequences 21@
0605: actor -1 perform_animation_sequence "gsign1" from_file "GHANDS" 34.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign3" from_file "GHANDS" 34.0 loop 0 0 0 0 -1
//0605: actor -1 perform_animation_sequence "gsign2LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 21@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@
061B: remove_references_to_action_sequences 21@
return
           //====================
:ANIM_OPEN_LEFT_DOOR_CAR//   
06D2: 28@v = "PED" // @v = string 
gosub @LOAD_ANIM_1
21@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 21@
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_open_LHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
return

:ANIM_OPEN_RIGHT_DOOR_CAR  //   
06D2: 28@v = "PED" // @v = string 
gosub @LOAD_ANIM_1
21@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 21@
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_open_LHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
return

:ANIM_CLOSET_LEFT_DOOR_CAR //   
06D2: 28@v = "PED" // @v = string 
gosub @LOAD_ANIM_1
21@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 21@
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_close_LHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
return

:ANIM_CLOSET_RIGHT_DOOR_CAR  //   
06D2: 28@v = "PED" // @v = string 
gosub @LOAD_ANIM_1  
21@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 21@
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_close_RHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
return
        //==========================
              
                
//===============================================
//=============================================== 
//===============================================
:CAR_EXIST_ZONE_ACTOR_1
wait 0
  0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
   if
   056E: 0@
  else_jump @CAR_EXIST_ZONE_ACTOR_2
  //04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
   if
    0202:   actor $PLAYER_ACTOR near_car 0@ radius 4.0 4.0 flag 0 
   else_jump @CAR_EXIST_ZONE_ACTOR_2
    //if or
    8137:   not car 0@ model == #FAGGIO
    jf @CAR_EXIST_ZONE_ACTOR_3 
    8137:   not car 0@ model == #BIKE   
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #BMX
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #MTBIKE 
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #SANCHEZ
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #NRG500 
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #PCJ600 
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #BF400
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #WAYFARER
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #FREEWAY
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #COPBIKE
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #QUAD
    jf @CAR_EXIST_ZONE_ACTOR_3
    
    8137:   not car 0@ model == #HYDRA
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #SHAMAL
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #RUSTLER
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #RHINO
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #AT400
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #BEAGLE
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #NEVADA
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #DODO
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #STUNT
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #SKIMMER
    jf @CAR_EXIST_ZONE_ACTOR_3
    
    8137:   not car 0@ model == #SQUALO
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #DINGHY
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #JETMAX
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #TROPIC
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #MARQUIS
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #SPEEDER
    jf @CAR_EXIST_ZONE_ACTOR_3
    8137:   not car 0@ model == #VORTEX
    jf @CAR_EXIST_ZONE_ACTOR_3
    
   // 8137:   not car 0@ model == #POLMAV
   // jf @CAR_EXIST_ZONE_ACTOR_3
    //8137:   not car 0@ model == #MAVERICK
   // jf @CAR_EXIST_ZONE_ACTOR_3
  //  8137:   not car 0@ model == #RAINDANC
  //  jf @CAR_EXIST_ZONE_ACTOR_3
  //  8137:   not car 0@ model == #CARGOBOB
  //  jf @CAR_EXIST_ZONE_ACTOR_3
  //  8137:   not car 0@ model == #HUNTER
  //  jf @CAR_EXIST_ZONE_ACTOR_3
  //  8137:   not car 0@ model == #LEVIATHN
  //  jf @CAR_EXIST_ZONE_ACTOR_3
  //  8137:   not car 0@ model == #SPARROW
  //  jf @CAR_EXIST_ZONE_ACTOR_3
  //  8137:   not car 0@ model == #SEASPAR
  //  jf @CAR_EXIST_ZONE_ACTOR_3
  //  8137:   not car 0@ model == #VCNMAV
  //  jf @CAR_EXIST_ZONE_ACTOR_3

    2@ = 1
  return
  
 :CAR_EXIST_ZONE_ACTOR_2
 2@ = 0
 return

 :CAR_EXIST_ZONE_ACTOR_3
 2@ = 2
 return
//===============================================
//========= ===========================
//===============================================
:LOAD_ID_1
Model.Load(29@)//
038B: load_requested_models 
:load_id_2
wait 0
if
 model.Available(29@)
else_jump @load_id_2
return 
//========================================================================
//==============      ===========================
//========================================================================
:LOAD_ANIM_0 //   mkq
04ED: load_animation 28@v

:LOAD_ANIM_1 //   .
wait 0
if
04EE:   animation 28@v loaded    // PED   ,     
else_jump @LOAD_ANIM_1 //     .
return // 
//=================================
//=================================
//=================================