{$CLEO .cs} //    - 
//-------------MAIN---------------
0000:nop   //      -    
27@ = 0 //  
//010B: 18@ = player $PLAYER_CHAR money
//19@ = 0
//0215: destroy_pickup 10@  
//02E1: 10@ = create_cash_pickup 19@ at 2496.0291 -1705.2601 1018.50 permanence_flag 1  

//04C4: store_coords_to 31@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0.0 1.60 0.0 
//02E1: 10@ = create_cash_pickup 19@ at 31@ 32@ 33@ permanence_flag 2 
//0213: 10@ = create_pickup 1212 type 1 at 31@ 32@ 33@ 



:ZONE_HOUSE_1 //==========================================    
wait 0
if and
 8038: not  $ACTIVE_INTERIOR == 0  
 00E1: key_pressed 0 15  //ENTER
 else_jump @ZONE_HOUSE_2
 jump @HOUSE_1
 
 :ZONE_HOUSE_2 //========================================== Ҩ
if and
 not actor.Driving($PLAYER_ACTOR)
 $ACTIVE_INTERIOR == 0 
 $ONMISSION == 0 
 00E1: key_pressed 0 4 //TAB
 else_jump @ZONE_HOUSE_3
 jump @SITY_LS
 
 :ZONE_HOUSE_3 //========================================== 
if and
 not actor.Driving($PLAYER_ACTOR)
 00E1: key_pressed 0 8//-=1=-
 $ONMISSION == 0 
 else_jump @ZONE_HOUSE_4
 wait 1000
 if
 00E1: key_pressed 0 8///-=1=-
 else_jump @ZONE_HOUSE_4
06D2: 28@v = "LOWRIDER" // @v = string 
gosub @LOAD_ANIM_0  
0605: actor $PLAYER_ACTOR perform_animation_sequence "RAP_C_Loop" IFP_file "LOWRIDER" 4.10 loop 1 1 1 0 time -1 
$ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION
wait 1000
gosub @LOAD_TXD_KARMAN
0992: set_player $PLAYER_CHAR weapons_scrollable 0
jump @KARMAN_1
//jump @PANEL_menu


:ZONE_HOUSE_4 //=========================   
wait 0
if and
 not actor.Driving($PLAYER_ACTOR)
 00E1: key_pressed 0 9//-=2=-
 $ONMISSION == 0 
 else_jump @ZONE_HOUSE_1
 $ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION
 wait 1000
 gosub @LOAD_TXD_DES
 //01B4: toggle_player $PLAYER_CHAR can_move 0
 jump @OPTIONS_ACTOR
//===================================================
//===================================================   
//===================================================
:LOAD_TXD_DES
0390: load_txd_dictionary "GTASIMS"  // TXD  -        
038F: request_texture "KURSOR" as  70
038F: request_texture "DESTVIE" as  71
038F: request_texture "SIT1" as  72  //
038F: request_texture "LEGAT" as  73  //
038F: request_texture "PISS" as  74  //
038F: request_texture "SHIT" as  75  //
038F: request_texture "EXIT" as  76  //
return
//===================================================
//===================================================   
//===================================================
:OPTIONS_ACTOR
 21@ = 250.0
 22@ = 250.0

 :OPTIONS_ACTOR_1
 03F0: text_draw_toggle  0 //     
 wait 0
 038D: create_texture  71 position  300.0  250.0 scale  40.0  40.0 color  255  255  255 alpha 255
 038D: create_texture  72 position  350.0  300.0 scale  50.0  50.0 color  255  255  255 alpha 255
 038D: create_texture  73 position  250.0  300.0 scale  50.0  50.0 color  255  255  255 alpha 255
 038D: create_texture  74 position  220.0  250.0 scale  50.0  50.0 color  255  255  255 alpha 255
 038D: create_texture  75 position  380.0  250.0 scale  50.0  50.0 color  255  255  255 alpha 255
 038D: create_texture  76 position  300.0  200.0 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
 
 :OPTIONS_ACTOR_2
 0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  31@ > 0
  else_jump @OPTIONS_ACTOR_3
  21@ += 3.0
  if
   21@ > 400.0
   else_jump @OPTIONS_ACTOR_3
   21@ = 400.0
    jump @OPTIONS_ACTOR_1
   
  :OPTIONS_ACTOR_3
 0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  31@ < 0
  else_jump @OPTIONS_ACTOR_4
  21@ -= 3.0
  if
   21@ < 190.0
   else_jump @OPTIONS_ACTOR_4
   21@ = 190.0
    jump @OPTIONS_ACTOR_1
  
  :OPTIONS_ACTOR_4
 0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  32@ < 0
  else_jump @OPTIONS_ACTOR_5
   22@ += 3.0
  if
   22@ > 320.0
   else_jump @OPTIONS_ACTOR_5
   22@ = 320.0
  jump @OPTIONS_ACTOR_1
  
  :OPTIONS_ACTOR_5
 0A4A: store_joystick_offset_to 31@ 32@  //21@-X 22@-Y
 if
  32@ > 0
  else_jump @OPTIONS_ACTOR_6
   22@ -= 6.0
  if
   22@ < 190.0
   else_jump @OPTIONS_ACTOR_6
   22@ = 190.0
   jump @OPTIONS_ACTOR_1

   :OPTIONS_ACTOR_6
  if
  00E1: key_pressed 0 6 //AIM
  else_jump @OPTIONS_ACTOR_99
  jump @ICON_SHIRE_1

 :OPTIONS_ACTOR_99
  if
 00E1: key_pressed 0 15 //EXIT
  else_jump @OPTIONS_ACTOR_1
  
:OPTIONS_ACTOR_END  
03F0: text_draw_toggle  0 //     
wait 0
0391: release_txd_dictionary //  TXD'
$ONMISSION = 0
 0180: set_on_mission_flag_to $ONMISSION
 //01B4: toggle_player $PLAYER_CHAR can_move 1
jump @ZONE_HOUSE_1  
  //====================================
  :ICON_SHIRE_1
  0509: 23@ = distance_between_XY 21@ 22@ and_XY 300.0  250.0
   if
    23@ < 20.0
   else_jump @ICON_SHIRE_2
   06D2: 28@v = "LOWRIDER" // @v = string 
gosub @LOAD_ANIM_0  
0605: actor $PLAYER_ACTOR perform_animation_sequence "prtial_gngtlkB" IFP_file "LOWRIDER" 4.10 loop 0 1 1 0 time -1 
 jump @OPTIONS_ACTOR_99
 
  :ICON_SHIRE_2
 0509: 23@ = distance_between_XY 21@ 22@ and_XY 350.0  300.0
  if
    23@ < 20.0
   else_jump @ICON_SHIRE_3
06D2: 28@v = "SUNBATHE" // @v = string 
gosub @LOAD_ANIM_0
0615: define_action_sequences 1@  // .  1@  (      ) 
0605: actor -1 perform_animation_sequence "ParkSit_M_in" IFP_file "SUNBATHE" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "ParkSit_M_IdleA" IFP_file "SUNBATHE" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "ParkSit_M_IdleB" IFP_file "SUNBATHE" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "ParkSit_M_IdleC" IFP_file "SUNBATHE" 1004.0 loop 0 0 0 0 time -1 // versionA 
0616: define_action_sequences_end 1@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 1@ //    
061B: remove_references_to_action_sequences 1@ //       .
  jump @OPTIONS_ACTOR_END

 :ICON_SHIRE_3
 0509: 23@ = distance_between_XY 21@ 22@ and_XY 250.0  300.0
  if
    23@ < 20.0
   else_jump @ICON_SHIRE_4
 06D2: 28@v = "CRACK" // @v = string 
gosub @LOAD_ANIM_0
06D2: 28@v = "SUNBATHE" // @v = string 
gosub @LOAD_ANIM_0
//0605: actor $PLAYER_ACTOR perform_animation_sequence "crckdeth2" IFP_file "CRACK" 1004.0 loop 0 0 0 0 time -1 // versionA 
0615: define_action_sequences 1@  // .  1@  (      ) 
0605: actor -1 perform_animation_sequence "ParkSit_M_in" IFP_file "SUNBATHE" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "crckdeth2" IFP_file "CRACK" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "crckdeth2" IFP_file "CRACK" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "crckdeth2" IFP_file "CRACK" 1004.0 loop 0 0 0 0 time -1 // versionA 

0616: define_action_sequences_end 1@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 1@ //    
061B: remove_references_to_action_sequences 1@ //       .
   jump @OPTIONS_ACTOR_END

 :ICON_SHIRE_4
 0509: 23@ = distance_between_XY 21@ 22@ and_XY 220.0  250.0 //1
  if
    23@ < 20.0
   else_jump @ICON_SHIRE_5
   03F0: text_draw_toggle  0 //     
gosub @PISS_OUT
03F0: text_draw_toggle  0 //     
wait 0
0391: release_txd_dictionary //  TXD'
$ONMISSION = 0
 0180: set_on_mission_flag_to $ONMISSION
jump @ZONE_HOUSE_1

:ICON_SHIRE_5
0509: 23@ = distance_between_XY 21@ 22@ and_XY 380.0  250.0 //2
if
    23@ < 20.0
   else_jump @ICON_SHIRE_6
   03F0: text_draw_toggle  0 //     
   gosub @SHIT_CJ_0
   $ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
   jump @ZONE_HOUSE_1

:ICON_SHIRE_6   
 0509: 23@ = distance_between_XY 21@ 22@ and_XY 300.0  200.0 //
 if
    23@ < 20.0
   else_jump @ICON_SHIRE_99
   jump @OPTIONS_ACTOR_END
   

 :ICON_SHIRE_99
jump @OPTIONS_ACTOR_99
 //================================== 
 :SHIT_CJ_0
 03F0: text_draw_toggle  0 //     
wait 0
0391: release_txd_dictionary //  TXD'
$ONMISSION = 0
 0180: set_on_mission_flag_to $ONMISSION
 
 06D2: 28@v = "FOOD" // @v = string 
gosub @LOAD_ANIM_0
0615: define_action_sequences 33@ 
0605: actor -1 perform_animation_sequence  "FF_Sit_Loop" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Fwd" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Sit_Loop" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Bkw" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Bkw" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Fwd" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Fwd" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "SHP_Tray_In" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0616: define_action_sequences_end 33@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 33@ //    
061B: remove_references_to_action_sequences 33@
//066A: 21@ = attach_particle "puke" to_actor $PLAYER_ACTOR with_offset 0.0 -0.50 0.1 rotation 0.0 0.0 0.0 flag 0 


:SHIT_CJ_1
wait 0
if and
 Actor.Animation($PLAYER_ACTOR) == "FF_Sit_Loop" 
 not Actor.Animation($PLAYER_ACTOR) == "SHP_Tray_In"
 else_jump @SHIT_CJ_2
 0669: 21@ = attach_particle "puke" to_actor $PLAYER_ACTOR offset 0.0 0.0 -0.4 1
064C: make_particle 21@ visible 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 354 store_to 33@ 
27@ = 6602    //  4600
gosub @ZVUK_0 
wait 0
0650: destroy_particle 21@

:SHIT_CJ_2
wait 0
if and
 Actor.Animation($PLAYER_ACTOR) == "FF_Die_Fwd" 
 not Actor.Animation($PLAYER_ACTOR) == "SHP_Tray_In"
 else_jump @SHIT_CJ_3
 0669: 21@ = attach_particle "puke" to_actor $PLAYER_ACTOR offset 0.0 0.0 -0.4 1
064C: make_particle 21@ visible 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 355 store_to 33@
27@ = 6602    //  4600
gosub @ZVUK_0 
wait 0
0650: destroy_particle 21@

:SHIT_CJ_3
wait 0
if or
actor.Dead($PLAYER_ACTOR)
Actor.Animation($PLAYER_ACTOR) == "SHP_Tray_In" 
else_jump @SHIT_CJ_1
0650: destroy_particle 21@
return



 //====================================
 //==================================== 
 //====================================
:LOAD_TXD_KARMAN
0390: load_txd_dictionary "GTASIMS"  // TXD  -        
038F: request_texture "RADAR" as  40
038F: request_texture "KARMAN" as  50
038F: request_texture "VISITKA" as  51  // -        
038F: request_texture "TELEFON" as  52
038F: request_texture "MANY" as  53
038F: request_texture "KEY" as  54
038F: request_texture "SUN" as  55 
038F: request_texture "BUBLE" as  56 
038F: request_texture "END" as  57 
038F: request_texture "DOLLAR" as  60
038F: request_texture "HDOLLAR" as  61
return

:KARMAN_1
21@ = 51
22@ = 57
20@ = 52
23@ = 60.0
24@ = 1//  

:KARMAN_2
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  40 position  100.0  350.0 scale  200.0  200.0 color  255  255  255 alpha 255
23@ = 60.0
038D: create_texture  50 position   90.0  380.0 scale  23@  23@ color  255  255  255 alpha 255//
23@ = 30.0
038D: create_texture  22@ position  90.0  340.0 scale  23@  23@ color  255  255  255 alpha 255//
23@ = 30.0
038D: create_texture  20@ position  90.0  430.0 scale  23@  23@ color  255  255  255 alpha 255//
23@ = 50.0
038D: create_texture  21@ position  90.0  380.0 scale  23@  23@ color  255  255  255 alpha 255//
if
00E1: key_pressed 0 5
else_jump @KARMAN_3
21@ += 1
0085: 20@ = 21@ // (int) 
20@ += 1
0085: 22@ = 21@ // (int) 
22@ -= 1
if
 21@ >= 56
 else_jump @KARMAN_3
 21@ = 56
 22@ = 55
 20@ = 57

:KARMAN_3
if
00E1: key_pressed 0 7
else_jump @KARMAN_4 
21@ -= 1
0085: 20@ = 21@ // (int) 
20@ += 1
0085: 22@ = 21@ // (int) 
22@ -= 1
if
 21@ <= 51
 else_jump @KARMAN_2
 21@ = 51
 22@ = 57
 20@ = 52
 jump @KARMAN_2

 :KARMAN_4
 if
 00E1: key_pressed 0 4
 else_jump @KARMAN_5
 gosub @PREDMET_KARMAN
 wait 1000
 
:KARMAN_5
 if
 00E1: key_pressed 0 15
 else_jump @KARMAN_2
 
 
 
 :END_KARMAN 
 0992: set_player $PLAYER_CHAR weapons_scrollable 1
 03F0: text_draw_toggle  0 //     
 wait 0
 0391: release_txd_dictionary //  TXD'
 $ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION  
06D2: 28@v = "LOWRIDER" // @v = string 
gosub @LOAD_ANIM_0  
0605: actor $PLAYER_ACTOR perform_animation_sequence "prtial_gngtlkB" IFP_file "LOWRIDER" 4.10 loop 0 1 1 0 time -1 
27@ = 0 //  
 jump @ZONE_HOUSE_3
 //========================================
 :PREDMET_KARMAN  // 
 if and
  not actor.Driving($PLAYER_ACTOR)
  24@ == 1
  21@ == 55
  else_jump @PREDMET_KARMAN_2
06D2: 28@v = "LOWRIDER" // @v = string 
gosub @LOAD_ANIM_0  
0605: actor $PLAYER_ACTOR perform_animation_sequence "M_smkstnd_loop" IFP_file "LOWRIDER" 4.10 loop 0 1 1 0 time -1 
wait 3500
Player.SetClothes($PLAYER_CHAR, "glasses01dark", "glasses01", 15)
Player.Build($PLAYER_CHAR)
24@ = 0
 return

:PREDMET_KARMAN_2   // 
if and
  not actor.Driving($PLAYER_ACTOR)
  21@ == 55
  24@ == 0
  else_jump @PREDMET_KARMAN_3
06D2: 28@v = "LOWRIDER" // @v = string 
gosub @LOAD_ANIM_0  
0605: actor $PLAYER_ACTOR perform_animation_sequence "M_smkstnd_loop" IFP_file "LOWRIDER" 4.10 loop 0 1 1 0 time -1 
wait 3500
Player.SetClothes($PLAYER_CHAR, "vest", "vest", 15)
Player.Build($PLAYER_CHAR) 
24@ = 1
 return
 
 :PREDMET_KARMAN_3  //
 if and
  not actor.Driving($PLAYER_ACTOR) 
  21@ == 52
  else_jump @PREDMET_KARMAN_4
06D2: 28@v = "PED" // @v = string 
29@ = #CELLPHONE
gosub @load_model_1
gosub @LOAD_ANIM_1   
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
27@ = 23000    //  4600
gosub @ZVUK_0  
gosub @CELLPHONE_1

:PREDMET_KARMAN_4  //
 if and
  not actor.Driving($PLAYER_ACTOR) 
  21@ == 56
  else_jump @PREDMET_KARMAN_5
06D2: 28@v = "PED" // @v = string 
gosub @LOAD_ANIM_1   
0615: define_action_sequences 1@  // .  1@  (      )  
0605: actor -1 perform_animation_sequence "gum_eat" IFP_file "PED" 1004.0 loop 0 0 0 1 time -1 
0616: define_action_sequences_end 1@ //     LOU_Loop    
0618: assign_actor $PLAYER_ACTOR to_action_sequences 1@ //    
061B: remove_references_to_action_sequences 1@ //       .
wait 3000
0967: actor $PLAYER_ACTOR move_mouth 40000 ms 

:PREDMET_KARMAN_5  //˨
 if and
  not actor.Driving($PLAYER_ACTOR) 
  21@ == 53
  else_jump @PREDMET_KARMAN_6
  010B: 18@ = player $PLAYER_CHAR money //  
  19@ = 0 //   
  33@ = 90.0 // 
  038D: create_texture  61 position  170.0  380.0 scale  100.0  100.0 color  255  255  255 alpha 255//
  //038D: create_texture  60 position  33@  380.0 scale  23@  23@ color  255  255  255 alpha 255//   
  045B: draw_text_2numbers 130.0 390.0 GXT 'DOLLAR' numbers 19@ 0
  wait 1000
  gosub @MANY_1
  
  :PREDMET_KARMAN_6  //
 if and
  not actor.Driving($PLAYER_ACTOR) 
  21@ == 51
  else_jump @PREDMET_KARMAN_99
  29@ = 1581
  gosub @load_model_1
  04C4: store_coords_to 31@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0.0 1.60 0.0   
  //02E1: 10@ = create_cash_pickup 19@ at 31@ 32@ 33@ permanence_flag 1
  0213: 10@ = create_pickup 29@ type 3 at 31@ 32@ 33@ 

 
:PREDMET_KARMAN_99
 return
 //===================˨=================== 
 //===================˨===================  30@
 //===================˨=================== 
:MANY_1  // 
0494: get_joystick 0 data 31@ 32@ 32@ 32@ 
 if and
 31@ > 0
 18@ > 0
 else_jump @MANY_2
 33@ += 10.0 // 
 gosub @MANY_TXD
 18@ -= 1 // 
 28@ = -1
 0109: player $PLAYER_CHAR money += 28@
 19@ += 1 // 
  wait 0
  if
  33@ > 150.0
 else_jump @MANY_1max 
 33@ = 90.0
 
 :MANY_1max   
 0494: get_joystick 0 data 31@ 32@ 32@ 32@ 
 if and
 31@ > 0
 00E1: key_pressed 0 16 //SPRINT
 18@ > 100
 else_jump @MANY_2
  33@ += 10.0 // 
  gosub @MANY_TXD
 18@ -= 100 // 
 28@ = -100
 0109: player $PLAYER_CHAR money += 28@
 19@ += 100 // 
  jump @MANY_1

  :MANY_2  //˨
0494: get_joystick 0 data 31@ 32@ 32@ 32@ 
 if and
 31@ < 0
 19@ > 0
 else_jump @MANY_3
 33@ -= 20.0 // 
 gosub @MANY_TXD
 18@ += 1 // 
 28@ = 1
 19@ -= 1 // 
 0109: player $PLAYER_CHAR money += 28@
 wait 0
 if
  33@ < 90.0
 else_jump @MANY_2max 
 33@ = 150.0
 
 :MANY_2max
 0494: get_joystick 0 data 31@ 32@ 32@ 32@ 
 if and
 31@ < 0
 00E1: key_pressed 0 16 //SPRINT
 19@ > 100
 else_jump @MANY_3
 33@ -= 20.0 // 
 gosub @MANY_TXD
 18@ += 100 // 
 28@ = 100
 19@ -= 100 // 
 0109: player $PLAYER_CHAR money += 28@
 jump @MANY_2
 
 :MANY_3  //˨ 
wait 0
 if or
 actor.Dead($PLAYER_ACTOR)
 00E1: key_pressed 0 15
 00E1: key_pressed 0 4
 else_jump @MANY_1 
04C4: store_coords_to 31@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0.0 1.60 0.0   
02E1: 10@ = create_cash_pickup 19@ at 31@ 32@ 33@ permanence_flag 1 
//if
// 19@ <= 1
// else_jump @MANY_end
//$ACTIVE_INTERIOR == 3  
//else_jump @MANY_end
//0215: destroy_pickup 10@ 
//02E1: 10@ = create_cash_pickup 19@ at 258.8565 -42.8211 1002.5534 permanence_flag 1  
 
:MANY_end
return
  //==================================
 :MANY_TXD
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  40 position  100.0  350.0 scale  200.0  200.0 color  255  255  255 alpha 255
23@ = 60.0
038D: create_texture  50 position   90.0  380.0 scale  23@  23@ color  255  255  255 alpha 255//
23@ = 30.0
038D: create_texture  22@ position  90.0  340.0 scale  23@  23@ color  255  255  255 alpha 255//
23@ = 30.0
038D: create_texture  20@ position  90.0  430.0 scale  23@  23@ color  255  255  255 alpha 255//
23@ = 50.0
038D: create_texture  21@ position  90.0  380.0 scale  23@  23@ color  255  255  255 alpha 255//
038D: create_texture  61 position  170.0  380.0 scale  100.0  100.0 color  255  255  255 alpha 255//
038D: create_texture  60 position  33@  380.0 scale  23@  23@ color  255  255  255 alpha 255//   
045B: draw_text_2numbers 130.0 390.0 GXT 'DOLLAR' numbers 19@ 0
if
 19@ <= 1
 else_jump @MANY_TXD_1
 045B: draw_text_2numbers 130.0 390.0 GXT 'DOLLAR' numbers 0 0
return

:MANY_TXD_1
return
//======================================
//======================================
//======================================
:CELLPHONE_1  //
wait 0
 if or
 actor.Dead($PLAYER_ACTOR)
 00E1: key_pressed 0 15
 else_jump @CELLPHONE_2
 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
 model.Destroy(29@)
 27@ = 5202    //  4600
 gosub @ZVUK_0 
 return
 
 :CELLPHONE_2  //
wait 0
 if 
 00E1: key_pressed 0 4
 else_jump @CELLPHONE_1
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 335 store_to 27@ 
 wait 1000 
 if 
 00E1: key_pressed 0 4
 else_jump @CELLPHONE_1
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 336 store_to 27@
  wait 3000 
 jump @CELLPHONE_1
 //========================================
 //========================================
 //========================================
 :PANEL_menu
//01B4: toggle_player $PLAYER_CHAR can_move 0 //   
08D4: 21@ = create_panel_with_title 'ANR_39' position 29.0 170.0 width 80.0 columns 1 interactive 1 background 1 alignment 0  
08DB: set_panel 21@ column 0 header 'DUMMY' data 'FEC_ANS' 'LG_50' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  
wait 1000

:PANEL_menu_2
wait 0
08D7: 0@ = panel 21@ active_row 
if
  00E1: key_pressed 0 15
  else_jump @PANEL_menu_2
  
  :PANEL_staus_1   //
  if
   0@ == 0
   else_jump @PANEL_staus_2
00BE: text_clear_all 
00BA: show_text_styled GXT 'FEC_ANS' time 3000 style 5 
  jump @PANEL_menu_A
  
   :PANEL_staus_2
  if
   0@ == 1
   else_jump @PANEL_staus_3   //
00BE: text_clear_all 
00BA: show_text_styled GXT 'LG_50' time 3000 style 5 
 jump @PANEL_menu_OBJ
 
   :PANEL_staus_3
  if
   0@ == 2
   else_jump @PANEL_menu_2
   01B4: toggle_player $PLAYER_CHAR can_move 1 //   
  00BE: text_clear_all 
  08DA: remove_panel 21@//  
06D2: 28@v = "LOWRIDER" // @v = string 
gosub @LOAD_ANIM_0  
0605: actor $PLAYER_ACTOR perform_animation_sequence "M_smkstnd_loop" IFP_file "LOWRIDER" 4.10 loop 0 1 1 0 time -1 

jump @ZONE_HOUSE_1
//=========================================
:PANEL_menu_A
08DA: remove_panel 21@//  
08D4: 21@ = create_panel_with_title 'FEC_ANS' position 29.0 170.0 width 80.0 columns 1 interactive 1 background 1 alignment 0  
08DB: set_panel 21@ column 0 header 'DUMMY' data 'FEC_ANS' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  
wait 500

:PANEL_PANEL_ACTION
 wait 0
08D7: 0@ = panel 21@ active_row 
if
  00E1: key_pressed 0 15
  else_jump @PANEL_PANEL_ACTION
  
  :PANEL_ACTION_1
  if
   0@ == 0
   else_jump @PANEL_ACTION_2
00BE: text_clear_all 
00BA: show_text_styled GXT 'FEC_ANS' time 3000 style 5 
 01B4: toggle_player $PLAYER_CHAR can_move 1 //   
  00BE: text_clear_all 
  08DA: remove_panel 21@//  
 gosub @PISS_OUT
 jump @ZONE_HOUSE_1

  :PANEL_ACTION_2
  if
   0@ == 1
   else_jump @PANEL_PANEL_ACTION
00BE: text_clear_all 
08DA: remove_panel 21@//  
  jump @PANEL_menu
  //=============================  
  //=============================  
  //=============================  
  :PISS_OUT
06D2: 28@v = "PAULNMAC" // @v = string 
gosub @LOAD_ANIM_0 
0615: define_action_sequences 30@  // .  1@  (      ) 
0605: actor -1 perform_animation_sequence "Piss_in" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1 
0605: actor -1 perform_animation_sequence "Piss_loop" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1
//0605: actor -1 perform_animation_sequence "Piss_loop" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "Piss_out" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1   
0616: define_action_sequences_end 30@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 30@ //    
061B: remove_references_to_action_sequences 30@ //
wait 2000
0669: 31@ = attach_particle "petrolcan"  to_actor $PLAYER_ACTOR offset 0.05 0.1 -0.10 1 
064C: make_particle 31@ visible 
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 356 store_to 30@ 
  wait 3000 
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 358 store_to 30@ 
  wait 3000
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 356 store_to 30@ 
  wait 3000 
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 358 store_to 30@ 
  wait 1000
0650: destroy_particle 31@
 return 
  //=========================================
  //=========================================
  //=========================================
:PANEL_menu_OBJ
08DA: remove_panel 21@//  
08D4: 21@ = create_panel_with_title 'LG_50' position 29.0 170.0 width 80.0 columns 1 interactive 1 background 1 alignment 0  
08DB: set_panel 21@ column 0 header 'DUMMY' data 'LG_50' 'FEC_ANP' 'CLOTHGP' '11DICE' '8POKER' 'PLA_20' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  
wait 500
//'LG_50'-
//'FEC_ANP'- 
//'CLOTHGP'-
//11DICE -
//'8POKER'-
//'8POKER'-
//'8POKER'-

:PANEL_PANEL_OBJ
 wait 0
08D7: 0@ = panel 21@ active_row 
if
  00E1: key_pressed 0 15
  else_jump @PANEL_PANEL_OBJ
  
  :PANEL_OBJ_1
  if
   0@ == 0
   else_jump @PANEL_OBJ_2
00BE: text_clear_all 
00BA: show_text_styled GXT 'LG_50' time 3000 style 5 
  jump @PANEL_PANEL_OBJ
  
  :PANEL_OBJ_2
  if
   0@ == 1
   else_jump @PANEL_OBJ_3
00BE: text_clear_all 
00BA: show_text_styled GXT 'FEC_ANP' time 3000 style 5 
  jump @PANEL_PANEL_OBJ
  
  :PANEL_OBJ_3
  if
   0@ == 2
   else_jump @PANEL_OBJ_4
00BE: text_clear_all 
00BA: show_text_styled GXT 'PLA_13' time 3000 style 5 
  jump @PANEL_PANEL_OBJ
  
  :PANEL_OBJ_4
  if
   0@ == 3
   else_jump @PANEL_OBJ_5
00BE: text_clear_all 
00BA: show_text_styled GXT 'PLA_13' time 3000 style 5 
  jump @PANEL_PANEL_OBJ

  :PANEL_OBJ_5
  if
   0@ == 4
   else_jump @PANEL_OBJ_6
00BE: text_clear_all 
00BA: show_text_styled GXT 'PLA_13' time 3000 style 5 
  jump @PANEL_PANEL_OBJ

  :PANEL_OBJ_6
  if
   0@ == 5
   else_jump @PANEL_OBJ_99
00BE: text_clear_all 
00BA: show_text_styled GXT 'PLA_13' time 3000 style 5 
  jump @PANEL_PANEL_OBJ


  :PANEL_OBJ_99
  if
   0@ == 6
   else_jump @PANEL_PANEL_OBJ
00BE: text_clear_all 
08DA: remove_panel 21@//  
  jump @PANEL_menu
  
  
//=======================================================================
//=========================== =============================
//=======================================================================
:SITY_LS
wait 0
  0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
  if
   056D:   actor 1@ defined 
   else_jump @HOUSE_2
   if
   00F2:   actor 1@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
   else_jump @HOUSE_2
   marker.CreateAboveActor(2@,1@)
    if or  //  
    0611:   actor 1@ performing_animation "drnkbr_prtl" 
    0611:   actor 1@ performing_animation "drnkbr_prtl_F"
    0611:   actor 1@ performing_animation "DRUGS_BUY" 
   else_jump @SITY_LS_2
    29@ = 1484 //
   jump @CREAT_PICKUP
   
:SITY_LS_2  //
if or
//model.Available(1485)
0611:   actor 1@ performing_animation "smkcig_prtl"
0611:   actor 1@ performing_animation "smkcig_prtl_F"
else_jump @SITY_LS_3
29@ = 3044  //
jump @CREAT_PICKUP

:SITY_LS_3  //
if or
02F2:   actor 1@ model == #FAM1
02F2:   actor 1@ model == #FAM2
02F2:   actor 1@ model == #FAM3
else_jump @SITY_LS_4
0823: AS_actor $PLAYER_ACTOR greet_actor 1@ 1.0 27@
0823: AS_actor 1@ greet_actor $PLAYER_ACTOR 1.0 27@
27@ += 1
0947: unknown_actor $PLAYER_ACTOR play_audio_event 335 store_to 28@ 
wait 3000
0947: unknown_actor $PLAYER_ACTOR play_audio_event 336 store_to 28@ 
if
 27@ > 5
  else_jump @SITY_LS_4
  27@ = 0

:SITY_LS_4
wait 1500
marker.Disable(2@)
jump @HOUSE_2

//===================================
//===================================  
//===================================
   :CREAT_PICKUP
   04C4: store_coords_to 21@ 22@ 23@ from_actor 1@ with_offset 0.0 1.0 0.0
   gosub @LOAD_MODEL_1 
   0213: 4@ = create_pickup 29@ type 3 at 21@ 22@ 23@
   065B: store_pickup 4@ position_to 21@ 22@ 23@
   jump @PICKUP_TO_USE_1
         
  :PICKUP_TO_USE_1//   
  wait 0
  if
  //048C:   pickup_at 21@ 22@ 23@ available_to_be_picked_up
  0214:   pickup 4@ picked_up 
  else_jump  @PICKUP_TO_USE_2//
  if
    29@ == 1484 // 
  else_jump @SMOKE_UP
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 353 store_to 22@ 
  wait 1750 
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 355 store_to 21@ 
  jump @DRINK_UP
  
  :PICKUP_TO_USE_2
  wait 0 
  if
  80EC:   not actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 5.0 5.0 
  else_jump  @PICKUP_TO_USE_1//
   0215: destroy_pickup 4@
  jump @SITY_LS_3
   //==========================================
   //========================================== 
   //==========================================
 :DRINK_UP  
 0215: destroy_pickup 4@

 06D2: 28@v = "GANGS" // @v = string 
 gosub @LOAD_ANIM_0 
0823: AS_actor $PLAYER_ACTOR greet_actor 1@ 0.5 27@
0615: define_action_sequences 21@  // .  1@  (      ) 
//0823: AS_actor -1 greet_actor 1@ 0.5 27@
0605: actor -1 perform_animation_sequence "DRUGS_BUY" IFP_file "GANGS" 4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "drnkbr_prtl" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "DEALER_IDLE" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "drnkbr_prtl" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "drnkbr_prtl" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "drnkbr_prtl" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "prtial_gngtlkA" IFP_file "GANGS" 4.10 loop 0 1 1 0 time -1
0616: define_action_sequences_end 21@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@ //    
061B: remove_references_to_action_sequences 21@ // 
29@ = 1484 
 gosub @LOAD_MODEL_1 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.6 
0@ = Object.Create(1484, 21@, 22@, 23@)
//070A: AS_actor $PLAYER_ACTOR attach_to_object 0@ offset 0.06 0.02 -0.09 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
070A: AS_actor $PLAYER_ACTOR attach_to_object 0@ offset 0.04 0.0 -0.03 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
27@ += 1
wait 1000

:DRINK_HEALTH
 wait 0
 0624: add 0.01 to_float_stat 21 // 
 0226: 21@ = actor $PLAYER_ACTOR health
 if
 21@ <= 99
 else_jump @DRINK_destroy
 21@ += 1
 actor.health($PLAYER_ACTOR) = 21@ 
 //0653: 23@ = float_stat 23 //
 //0624: add -10.0 to_float_stat 23 //
 if
 21@ >= 99
 else_jump @DRINK_destroy
 

:DRINK_destroy
wait 0
if or
00E1: key_pressed 0 0
00E1: key_pressed 0 1
 actor.Animation($PLAYER_ACTOR) == "prtial_gngtlkA"
 else_jump @DRINK_HEALTH
 marker.Disable(2@)
0605: actor $PLAYER_ACTOR perform_animation_sequence "prtial_hndshk_01" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
model.Destroy(29@)
object.DESTROY(0@) 
if 
 27@ > 5
 else_jump  @HOUSE_2
 27@ = 0
jump @HOUSE_2
//===========================================
//==========================
//===========================================
:SMOKE_UP
 0215: destroy_pickup 4@
 06D2: 28@v = "GANGS" // @v = string 
 gosub @LOAD_ANIM_0     
0615: define_action_sequences 21@  // .  1@  (      ) 
//0A1D: AS_actor -1 rotate_to_and_look_at_actor 1@
//0823: AS_actor -1 greet_actor 1@ 0.5 5
0605: actor -1 perform_animation_sequence "DRUGS_BUY" IFP_file "GANGS" 4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "smkcig_prtl" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "DEALER_IDLE" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "smkcig_prtl" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "smkcig_prtl" IFP_file "GANGS" 4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "prtial_hndshk_01" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -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
 29@ = 3044 
 gosub @LOAD_MODEL_1 
 0@ = Object.Create(3044, 0.0, 0.0, 0.0)
070A: AS_actor $PLAYER_ACTOR attach_to_object 0@ offset 0.03 0.09 0.05  on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
0669: 3@ = attach_particle "EXHALE" to_actor $PLAYER_ACTOR with_offset 0.05 0.12 0.0 flag 1 
0883: attach_particle 3@ to_actor $PLAYER_ACTOR mode 5
model.Destroy(29@)
wait 1000
064C: make_particle 3@ visible

:SMOKING_1
wait 0
if
  actor.Animation($PLAYER_ACTOR) == "smkcig_prtl"
 else_jump @SMOKING_2 
 29@ = 3045 
 gosub @LOAD_MODEL_1
0650: destroy_particle 3@  
1@ = Object.Create(3045, 0.0, 0.0, 0.0)
069A: attach_object 1@ to_object 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
  wait 1000
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 356 store_to 22@ 
  wait 3000 
  0947: unknown_actor $PLAYER_ACTOR play_audio_event 352 store_to 21@ 
object.Destroy(1@)
0669: 3@ = attach_particle "EXHALE" to_actor $PLAYER_ACTOR with_offset 0.05 0.12 0.0 flag 1 
0883: attach_particle 3@ to_actor $PLAYER_ACTOR mode 5 
064C: make_particle 3@ visible

:SMOKING_2
wait 0
if  or
actor.Animation($PLAYER_ACTOR) == "prtial_hndshk_01"
00E1: key_pressed 0 0
00E1: key_pressed 0 1
else_jump @SMOKING_1
marker.Disable(2@)
0605: actor $PLAYER_ACTOR perform_animation_sequence "prtial_hndshk_01" IFP_file "GANGS" 1004.0 loop 0 0 0 0 time -1
0650: destroy_particle 3@ 
object.Destroy(1@)
object.Destroy(0@)            
jump @HOUSE_2

//========================================== 
//==========================================    
//==========================================
 :HOUSE_1 //
wait 0
if 
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2493.355 -1699.3286 1015.2847 radius 1.0 1.0 1.0  
else_jump @HOUSE_2
06D2: 28@v = "MISC" // @v = string 
gosub @LOAD_ANIM_0
21@ = 7.0 
gosub @SIT_ACTOR_1
wait 1000
21@ = 2493.511
22@ = -1699.4457
23@ = 1014.75
20@ = 358.0//
jump @NOT_SIT_2

:HOUSE_2 //
if 
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2494.8472 -1697.6371 1015.2656 radius 1.0 1.0 1.0 
else_jump @HOUSE_3
06D2: 28@v = "MISC" // @v = string 
gosub @LOAD_ANIM_0
21@ = 82.0 
gosub @SIT_ACTOR_1
wait 1000
jump @NOT_SIT

:HOUSE_3 //
if 
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2494.7175 -1696.3046 1015.2656 radius 1.0 1.0 1.0
else_jump @HOUSE_4
06D2: 28@v = "MISC" // @v = string 
gosub @LOAD_ANIM_0
21@ = 126.0 
gosub @SIT_ACTOR_1
wait 1000
jump @NOT_SIT

:HOUSE_4 //C
if 
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2491.1667 -1701.7665 1015.0 radius 1.0 1.0 1.0 
else_jump @HOUSE_5
06D2: 28@v = "MISC" // @v = string 
gosub @LOAD_ANIM_0
21@ = 287.0 
gosub @SIT_ACTOR_1
wait 1000
jump @NOT_SIT

:HOUSE_5 //
if  
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2495.2222 -1703.5537 1018.3437 radius 1.0 1.0 1.0 
else_jump @HOUSE_6
21@ = 2495.2029
22@ = -1703.5537
23@ = 1017.2
20@ = 358.0
gosub @KROVAT_1
jump @SIT_CROVAT_1//

:HOUSE_6 //
if  
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2500.0076 -1709.5363 1014.0 radius 1.0 1.0 1.0 
else_jump @HOUSE_7
 06D2: 28@v = "INT_HOUSE" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "wash_up" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1//   

:HOUSE_7 //
if  
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2499.9946 -1706.8555 1014.3 radius 1.0 1.0 1.0 
else_jump @HOUSE_8
 06D2: 28@v = "VENDING" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "VEND_Drink_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1//   

:HOUSE_8 //
if  
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2496.5374 -1708.5471 1018.3368 radius 1.0 1.0 1.0 
else_jump @HOUSE_99
// 06D2: 28@v = "VENDING" // @v = string 
//gosub @LOAD_ANIM_0
//0605: actor $PLAYER_ACTOR perform_animation_sequence "VEND_Drink_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1//   
select_interior 0
0860: link actor $PLAYER_ACTOR to interior 0

29@ = 14479   //
gosub @LOAD_MODEL_1
//04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1004.0 
//object.Create(10@,14479,21@, 22@, 23@)
object.Create(10@,14479, 2494.1924, -1705.50, 16.00)
object.Angle(10@) = 270.0
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 4.0 -2.0 -1.0 
actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
model.Destroy(29@)

29@ = 2525  //
gosub @LOAD_MODEL_1
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 4.0 -0.60 -1.60
object.Create(11@,2525,21@, 22@, 23@)
21@ = object.Angle(10@)
object.Angle(11@) = 21@
model.Destroy(29@)

29@ = 2527   //
gosub @LOAD_MODEL_1
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 6.50 -2.0 -1.70
object.Create(12@,2527,21@, 22@, 23@)
08D2: object 12@ scale_model 1.3 
21@ = object.Angle(10@)
object.Angle(12@) = 21@
model.Destroy(29@)

29@ = 2518   //
gosub @LOAD_MODEL_1
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 4.50 -0.60 -1.20
object.Create(13@,2518,21@, 22@, 23@)
//08D2: object 12@ scale_model 1.3 
21@ = object.Angle(10@)
object.Angle(13@) = 21@
model.Destroy(29@)

29@ = 1502   //
gosub @LOAD_MODEL_1
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 2.90 -2.30 -1.70
object.Create(14@,1502,21@, 22@, 23@)
08D2: object 14@ scale_model 1.15 
21@ = object.Angle(10@)
21@ -= 90.0
object.Angle(14@) = 21@
model.Destroy(29@)

29@ = 2885   //
gosub @LOAD_MODEL_1
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 2.70 -4.30 -1.70
object.Create(15@,2885,21@, 22@, 23@)
//08D2: object 15@ scale_model 1.15 
21@ = object.Angle(10@)
21@ -= 90.0
object.Angle(15@) = 21@
object.RemoveReferences(15@)
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 1.70 -5.20 -1.70
object.Create(15@,2885,21@, 22@, 23@)
//08D2: object 15@ scale_model 1.15 
21@ = object.Angle(10@)
//21@ -= 0.0
object.Angle(15@) = 21@
object.RemoveReferences(15@)
model.Destroy(29@)
jump @VANNAY_2
//actor.LockInCurrentPosition($PLAYER_ACTOR) =  false

:HOUSE_99
 jump @ZONE_HOUSE_1
//==============================
//============================== 
//==============================
:VANNAY_1  //
wait 0
if and
 00E1: key_pressed 0 15
 0471: unknown_actor $PLAYER_ACTOR near_object 11@ radius 0.80 0.80 unknown 0
 else_jump @VANNAY_2
06D2: 28@v = "PAULNMAC" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "Piss_loop" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1 
0650: destroy_particle 21@ 
0669: 21@ = attach_particle "petrolcan"  to_actor $PLAYER_ACTOR offset 0.05 0.3 -0.20 1 
064C: make_particle 21@ visible 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 334 store_to 22@ 
wait 3000
0947: unknown_actor $PLAYER_ACTOR play_audio_event 351 store_to 22@ 
wait 1000
0650: destroy_particle 21@
if
00E1: key_pressed 0 15
else_jump @VANNAY_2
Camera.SetPosition(2490.3237, -1711.7764, 18.0,0.0,0.0,0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2) 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 11@ offset_from_object_origin 0.0 0.20 1.40 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
21@ = object.Angle(11@) 
21@ -= 180.0
actor.Angle($PLAYER_ACTOR) = 21@
wait 0
06D2: 28@v = "FOOD" // @v = string 
gosub @LOAD_ANIM_0
0615: define_action_sequences 33@ 
0605: actor -1 perform_animation_sequence  "FF_Sit_Loop" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Fwd" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Sit_Loop" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Bkw" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Bkw" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Fwd" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "FF_Die_Fwd" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence  "SHP_Tray_In" IFP_file  "FOOD"  4.10 loop 0 1 1 0 time -1
0616: define_action_sequences_end 33@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 33@ //    
061B: remove_references_to_action_sequences 33@

:STAND_UP_SARTIR_1
wait 0
if and
 Actor.Animation($PLAYER_ACTOR) == "FF_Sit_Loop" 
 not Actor.Animation($PLAYER_ACTOR) == "SHP_Tray_In"
 else_jump @STAND_UP_SARTIR_2
0947: unknown_actor $PLAYER_ACTOR play_audio_event 354 store_to 22@ 
//22@ = 5602
//gosub @ZVUK_0 
//wait 0
27@ = 6602    //  4600
gosub @ZVUK_0 
wait 0


:STAND_UP_SARTIR_2
wait 0
if and
 Actor.Animation($PLAYER_ACTOR) == "FF_Die_Fwd" 
 not Actor.Animation($PLAYER_ACTOR) == "SHP_Tray_In"
 else_jump @STAND_UP_SARTIR_3
0947: unknown_actor $PLAYER_ACTOR play_audio_event 355 store_to 21@
27@ = 6602    //  4600
gosub @ZVUK_0 
wait 0


:STAND_UP_SARTIR_3
wait 0
if or
8471: not unknown_actor $PLAYER_ACTOR near_object 11@ radius 1.0 1.0 unknown 0 
actor.Dead($PLAYER_ACTOR)
Actor.Animation($PLAYER_ACTOR) == "SHP_Tray_In" 
else_jump @STAND_UP_SARTIR_1
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
wait 2000
Camera.Restore_WithJumpCut

:VANNAY_2 //
wait 0
if and
 00E1: key_pressed 0 15
 0471: unknown_actor $PLAYER_ACTOR near_object 12@ radius 1.0 1.0 unknown 0
 else_jump @VANNAY_3
0382: set_object 12@ collision_detection 0
actor.PutAt($PLAYER_ACTOR, 2493.3125, -1712.0223, 16.50)
actor.Angle($PLAYER_ACTOR) = 257.0
06D2: 28@v = "PAULNMAC" // @v = string 
gosub @LOAD_ANIM_0
 06D2: 28@v = "INT_HOUSE" // @v = string 
gosub @LOAD_ANIM_0
0793: save_player_clothes 
Player.SetClothes($PLAYER_CHAR, "player_legs", "legs", 2) //
Player.SetClothes($PLAYER_CHAR, "foot", "feet", 3) //
Player.SetClothes($PLAYER_CHAR, "player_torso", "torso", 0) //
Player.Build($PLAYER_CHAR)
wait 1000
0605: actor $PLAYER_ACTOR perform_animation_sequence "wash_up" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1//   
0615: define_action_sequences 21@  // .  1@  (      ) 
0605: actor -1 perform_animation_sequence "PnM_Argue1_A" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "wash_up" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "wash_up" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "wash_up" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1
0605: actor -1 perform_animation_sequence "PnM_Argue1_A" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1
0616: define_action_sequences_end 21@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@ //    
061B: remove_references_to_action_sequences 21@ //       . 
0669: 21@ = attach_particle "water_hydrant" to_actor $PLAYER_ACTOR offset 0.05 0.12 0.61 1 
064C: make_particle 21@ visible 
wait 8000

:NOT_WATER_VANNAY
wait 0
if
 not Actor.Animation($PLAYER_ACTOR) == "wash_up"
else_jump @NOT_WATER_VANNAY
0650: destroy_particle 21@ 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)

:VANNAY_3  //
wait 0
if and
 00E1: key_pressed 0 15
 //0471: unknown_actor $PLAYER_ACTOR near_object 13@ radius 0.80 0.80 unknown 0
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2493.2761 -1710.5438 17.0 radius 0.50 0.50 0.50 
 else_jump @VANNAY_4
actor.PutAt($PLAYER_ACTOR, 2493.2817, -1710.4628, 16.50)
actor.Angle($PLAYER_ACTOR) = 257.0
 06D2: 28@v = "INT_HOUSE" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "wash_up" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1//   
0669: 21@ = attach_particle "water_splash" to_actor $PLAYER_ACTOR offset 0.05 0.3 0.1 1 
064C: make_particle 21@ visible 
wait 1000
0650: destroy_particle 21@ 
0669: 21@ = attach_particle "water_splash" to_actor $PLAYER_ACTOR offset 0.05 0.3 0.1 1 
064C: make_particle 21@ visible 
wait 1000
0650: destroy_particle 21@ 
0669: 21@ = attach_particle "water_splash" to_actor $PLAYER_ACTOR offset 0.05 0.3 0.1 1 
064C: make_particle 21@ visible 
wait 1000
0650: destroy_particle 21@ 

:VANNAY_4  //
wait 0
if //and
 //00E1: key_pressed 0 15
 //0471: unknown_actor $PLAYER_ACTOR near_object 14@ radius 1.0 1.0 unknown 0
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2491.1343 -1709.2982 17.0 radius 0.50 0.50 0.50 
 else_jump @VANNAY_1
select_interior 3
0860: link actor $PLAYER_ACTOR to interior 3
wait 1000
actor.PutAt($PLAYER_ACTOR,2496.5251, -1707.9493, 1018.0)
wait 1000
object.Destroy(10@)
object.Destroy(11@)
object.Destroy(12@)
object.Destroy(13@)
object.Destroy(14@)
jump @ZONE_HOUSE_1 
//===================================
//===================================   
//===================================
:NOT_SIT  //  
wait 0
if or
not Actor.Animation($PLAYER_ACTOR) == "Seat_talk_01"
 00E1: key_pressed 0 15
 else_jump @NOT_SIT
06D2: 28@v = "INT_HOUSE" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "LOU_Out" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1//   
wait 2000
jump @ZONE_HOUSE_1
//===================================
//===================================
//===================================
 :SIT_CROVAT_1
wait 0
if or
not Actor.Animation($PLAYER_ACTOR) == "crckdeth2"
 00E1: key_pressed 0 15
 else_jump @SIT_CROVAT_1
 06D2: 28@v = "SUNBATHE" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "Lay_Bac_out" IFP_file "SUNBATHE" 1004.0 loop 0 0 0 0 time -1//   
wait 2000
jump @ZONE_HOUSE_1

//====================================
//====================================      
//====================================
:NOT_SIT_2  //    
wait 0
if //or
//not Actor.Animation($PLAYER_ACTOR) == "Seat_talk_01"
 00E1: key_pressed 0 15
 else_jump @NOT_SIT_3
06D2: 28@v = "INT_HOUSE" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "LOU_Out" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1//   
wait 2000
jump @ZONE_HOUSE_1

:NOT_SIT_3  //
wait 0
if or
 not Actor.Animation($PLAYER_ACTOR) == "Seat_talk_01"
 00E1: key_pressed 0 4
 else_jump @NOT_SIT_2
 gosub @DIVAN_SLIP
 jump @NOT_SIT_4
//==========================================
:NOT_SIT_4  //
wait 0
if or
 not Actor.Animation($PLAYER_ACTOR) == "crckdeth2"
 00E1: key_pressed 0 15
 else_jump @NOT_SIT_4
06D2: 28@v = "INT_HOUSE" // @v = string 
gosub @LOAD_ANIM_0
0605: actor $PLAYER_ACTOR perform_animation_sequence "LOU_Out" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1//   
wait 2000
 jump @ZONE_HOUSE_1
//====================================
//==================================== 
//====================================
:DIVAN_SLIP
actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
actor.Angle($PLAYER_ACTOR) = 20@
06D2: 28@v = "CRACK" // @v = string 
gosub @LOAD_ANIM_0
0615: define_action_sequences 1@  // .  1@  (      ) 
0605: actor -1 perform_animation_sequence "crckdeth2" IFP_file "CRACK" 1004.0 loop 0 0 0 1 time -1 // versionA 
0616: define_action_sequences_end 1@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 1@ //    
061B: remove_references_to_action_sequences 1@ //       .
return
//====================================
//==================================== 
//====================================
:KROVAT_1
actor.LockInCurrentPosition($PLAYER_ACTOR) =  true
actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
actor.Angle($PLAYER_ACTOR) = 20@
06D2: 28@v = "INT_HOUSE" // @v = string 
gosub @LOAD_ANIM_0
06D2: 28@v = "CRACK" // @v = string 
gosub @LOAD_ANIM_0
0615: define_action_sequences 1@  // .  1@  (      ) 
0605: actor -1 perform_animation_sequence "BED_In_R" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 1 time -1 // versionA 
0616: define_action_sequences_end 1@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 1@ //    
061B: remove_references_to_action_sequences 1@ //       .
wait 3500
08C7: put_actor $PLAYER_ACTOR at 2495.2012 -1702.5515 1018.0// versionB 
0605: actor $PLAYER_ACTOR perform_animation_sequence "crckdeth2" IFP_file "CRACK" 1004.0 loop 0 0 0 1 time -1 // versionA 
wait 1000
actor.LockInCurrentPosition($PLAYER_ACTOR) =  False
return

//====================================
:SIT_ACTOR_1
actor.Angle($PLAYER_ACTOR) = 21@
0615: define_action_sequences 1@  // .  1@  (      ) 
//0605: actor -1 perform_animation_sequence "wash_up" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "Seat_talk_01" IFP_file "MISC" 1004.0 loop 0 0 0 1 time -1 
0616: define_action_sequences_end 1@ //     LOU_Loop    
0618: assign_actor $PLAYER_ACTOR to_action_sequences 1@ //    
061B: remove_references_to_action_sequences 1@ //       .
return 
0605: actor $PLAYER_ACTOR perform_animation_sequence "LOU_Out" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1//  
 // 06D2: 28@v = "LAPDAN1" // @v = string 
//=====================================================
: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 // 
//======================================
:LOAD_MODEL_1
model.load(29@)
038B: load_requested_models
:LOAD_MODEL_2
wait 0
if
 model.Available(29@)
 else_jump @LOAD_MODEL_2
 return
//========================================
//====================================================
//============================  
//====================================================
:ZVUK_0 
 040D: unload_wav 1   //
wait 0

 :ZVUK_1
wait 0
03CF: load_wav 27@ as 1 //     1
03D0:   wav 1 loaded  // 
jf @ZVUK_1

:ZVUK_EXIT
wait 0
03D1: play_wav 1  // 
wait 500
return