{$CLEO .cs}
//-------------MAIN---------------
0000:nop
:OpitGuitar
20@ = 0 //

:START_2
wait 0
//jump @START_2s

//================================================================
:START_2s  // 
wait 0
if         //
0AB0:   key_pressed 90 //-=Z=-  
else_jump @ENTER_bar_1 //  ,      .        .
wait 3000
if
 0AB0:   key_pressed 90 //-=Z=-  
else_jump @ENTER_bar_1
JUMP @LOADmodelObject_01aaa

:ENTER_bar_1 //   
wait 0 
if or
00EE:   actor $PLAYER_ACTOR 0 near_point 816.1731 -1386.0879 13.5968 radius 100.0 100.0 in_car 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 816.1731 -1386.0879 13.5968 radius 100.0 100.0 2.0 on_foot 
else_jump @START_2s 
wait 1000 
0A40: 1@ = create_entrance_marker_at 816.1731 -1386.0879 13.5968 color 14 
0570: 2@ = create_asset_radar_marker_with_icon 48 at 816.1731 -1386.0879 13.5968
                                      

:ENTER_bar_2 //     
wait 0 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 816.1731 -1386.0879 13.5968 radius 110.0 110.0 2.0 
else_jump @ENTER_bar_3 
wait 1000 
0A41: destroy_entrance_marker 1@ 
marker.Disable(2@)
jump @ENTER_bar_1

:ENTER_bar_3 //  
wait 0 
if and
   not Actor.Driving($PLAYER_ACTOR)
   00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 816.1731 -1386.0879 13.5968 radius 1.0 1.0 2.0 on_foot 
else_jump @ENTER_bar_2 
$ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION

0A41: destroy_entrance_marker 1@ 
marker.Disable(2@)
 //=======================
 //=======================
 //=======================
 :LOAD_SHOPS_01
// wait 0
//if          //
//0AB0:   key_pressed 90 //-=Z=-  
//else_jump @LOAD_SHOPS_01
model.Load(14738)
model.Load(2784)
model.Load(2460)
model.Load(#GUN_BOXBIG)
038B: load_requested_models

:LOAD_SHOPS_02
wait 0
if  and
 model.Available(14738)
 model.Available(2784)
 model.Available(2460)
 model.Available(#GUN_BOXBIG)
 else_jump  @LOAD_SHOPS_02
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 6.50 
object.Create(1@,14738,817.2107, -1379.8242, 22.60)
object.Angle(1@) = 0.0
wait 1000
0400: store_coords_to 21@ 22@ 23@ from_object 1@ with_offset -2.0 -1.0 -1.50 
actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
//player.CanMove($PLAYER_CHAR) = false
//wait 1000
//player.CanMove($PLAYER_CHAR) = true
0400: store_coords_to 21@ 22@ 23@ from_object 1@ with_offset -4.0 -2.0 -1.50 
0376: 2@ = create_random_actor 21@ 22@ 23@
Actor.RemoveReferences(2@)
0400: store_coords_to 21@ 22@ 23@ from_object 1@ with_offset -1.0 -2.0 -1.50 
0376: 2@ = create_random_actor 21@ 22@ 23@
Actor.RemoveReferences(2@)
0400: store_coords_to 21@ 22@ 23@ from_object 1@ with_offset 1.50 1.50 -1.50 
0376: 2@ = create_random_actor 21@ 22@ 23@
Actor.RemoveReferences(2@)
0400: store_coords_to 21@ 22@ 23@ from_object 1@ with_offset 1.0 1.0 -1.50 
0376: 2@ = create_random_actor 21@ 22@ 23@
Actor.RemoveReferences(2@)

object.Create(2@,2784,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset 4.0 3.70 0.30 rotation 90.0 0.0 0.0
object.RemoveReferences(2@)
object.Create(2@,2460,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset -8.40 2.0 -2.70 rotation 0.0 0.0 0.0
object.RemoveReferences(2@)
object.Create(2@,2460,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset -6.0 3.40 -2.70 rotation 0.0 0.0 -90.0
object.RemoveReferences(2@)

0390: load_txd_dictionary "GUITAR"  // TXD  -        
038F: request_texture "SHOP" as  1  // -        
038F: request_texture "HELP1" as  2
038F: request_texture "HELP2" as  3
wait 0
038D: create_texture  3 position  100.0  300.0 scale  200.0  200.0 color  255  255  255 alpha 255

24@ = 2.0

:GUITAR_creat_wall
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,#GUN_BOXBIG,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 3.9 1.0 rotation 0.0 -60.0 10.0
if
 24@ <= -5.0
else_jump @GUITAR_creat_wall
object.RemoveReferences(2@)
24@ = 2.0


:GUITAR_creat_wall_2
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,#GUN_BOXBIG,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 3.9 -0.90 rotation 0.0 -90.0 10.0
if
 24@ <= -5.0
else_jump @GUITAR_creat_wall_2
object.RemoveReferences(2@)
24@ = 2.0
26@ = 2593
gosub @LOADmodel_SPRINT_1

:GUITAR_creat_wall_2s
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 3.9 -1.80 rotation 0.0 0.0 60.0
if
 24@ <= -5.0
else_jump @GUITAR_creat_wall_2s
object.Create(2@,#GUN_BOXBIG,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -3.0 -3.0 -1.80 rotation -30.0 -60.0 -40.0
object.RemoveReferences(2@)
object.Create(2@,#GUN_BOXBIG,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -5.0 -3.0 -1.80 rotation -30.0 -60.0 40.0
object.RemoveReferences(2@)
object.Create(2@,#GUN_BOXBIG,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -4.0 -2.0 -1.80 rotation -30.0 -60.0 10.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -2.70 -2.70 -1.50 rotation 0.0 0.0 60.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -5.0 -2.50 -1.50 rotation 0.0 0.0 60.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -4.0 -1.50 -1.50 rotation 0.0 0.0 60.0
object.RemoveReferences(2@)
model.Destroy(26@)
object.RemoveReferences(2@)
24@ = 2.0

:GUITAR_creat_wall_3
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,#GUN_BOXBIG,21@, 22@, 23@)
0382: set_object 2@ collision_detection 0 
069A: attach_object 2@ to_object 1@ at_offset  24@ 3.4 -2.0 rotation -30.0 -60.0 10.0
if
 24@ <= -5.0
else_jump @GUITAR_creat_wall_3
object.RemoveReferences(2@)
24@ = 6.0
25@ = 0.0
26@ = 1960
gosub @LOADmodel_SPRINT_1 

:VINIL_creat_wall_1
wait 0
24@ -= 0.50
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 3.9 25@ rotation 0.0 -60.0 10.0
if
 24@ <= 2.0
else_jump @VINIL_creat_wall_1
model.Destroy(26@)
26@ += 1
gosub @LOADmodel_SPRINT_1 // 
25@ -= 0.6
24@ = 6.0
if or
 25@ <= -2.50
 26@ == 1963
else_jump @VINIL_creat_wall_1
model.Destroy(26@) 
object.RemoveReferences(2@)
24@ = 6.0
25@ = -2.60
26@ = 2229
gosub @LOADmodel_SPRINT_1 

:DINAMIK_creat_wall_1
wait 0
24@ -= 0.80
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ -3.8 25@ rotation 0.0 0.0 180.0
if
 24@ <= -1.0
else_jump @DINAMIK_creat_wall_1
model.Destroy(26@)
26@ += 1
gosub @LOADmodel_SPRINT_1 // 
25@ += 1.50
24@ = 6.0
if 
 //25@ >= 2.0
 26@ == 2232
else_jump @DINAMIK_creat_wall_1
model.Destroy(26@) 
object.RemoveReferences(2@)
24@ = 4.0
25@ = -2.60
26@ = 2233
gosub @LOADmodel_SPRINT_1 

:DINAMIK_creat_wall_2
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  9.70 24@ 25@ rotation 0.0 0.0 -90.0
if
 24@ <= -2.80
else_jump @DINAMIK_creat_wall_2
model.Destroy(26@)
26@ -= 1
gosub @LOADmodel_SPRINT_1 // 
25@ += 2.70
24@ = 4.0
if 
 //25@ >= 2.0
 26@ == 2231
else_jump @DINAMIK_creat_wall_2
model.Destroy(26@) 
object.RemoveReferences(2@)
24@ = 4.0
25@ = -1.20
26@ = 1841
gosub @LOADmodel_SPRINT_1 

:DINAMIK_creat_wall_3
wait 0
24@ -= 0.60
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  9.70 24@ 25@ rotation 0.0 0.0 0.0
if
 24@ <= -2.80
else_jump @DINAMIK_creat_wall_3
model.Destroy(26@)
object.RemoveReferences(2@)
26@ = 2714
24@ = 4.0
25@ = 1.0
gosub @LOADmodel_SPRINT_1 // 

:DINAMIK_creat_wall_4
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  9.70 24@ 25@ rotation 0.0 0.0 -90.0
if 
 24@ <= -2.80
else_jump @DINAMIK_creat_wall_4
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2227
24@ = 3.50
25@ = -2.60
gosub @LOADmodel_SPRINT_1 // 

:DINAMIK_creat_wall_5
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  9.70 24@ 25@ rotation 0.0 0.0 -90.0
if 
 24@ <= -2.0
else_jump @DINAMIK_creat_wall_5
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2226
24@ = 10.20
25@ = -2.0
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_1   //
wait 0
24@ -= 1.30
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ -3.50 25@ rotation 0.0 0.0 180.0
if 
 24@ <= 7.0
else_jump @SISTEM_creat_wall_1
object.RemoveReferences(2@)
24@ = 10.20
25@  += 0.5
if
 25@ >= 1.50
else_jump @SISTEM_creat_wall_1
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2099
24@ = 7.0
25@ = -2.70
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_2     // 
wait 0
24@ -= 1.70
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 3.5 25@ rotation 0.0 0.0 0.0
if 
 24@ <= 2.0
else_jump @SISTEM_creat_wall_2
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2100
24@ = 7.0
25@ = -2.70
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_3 // 
wait 0
24@ -= 2.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 0.0 25@ rotation 0.0 0.0 0.0
if 
 24@ <= 0.0
else_jump @SISTEM_creat_wall_3
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2104
24@ = 2.0
25@ = -2.60
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_4 // ר
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -10.0 24@ 25@ rotation 0.0 0.0 90.0
if 
 24@ <= -3.0
else_jump @SISTEM_creat_wall_4
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2101
24@ = 1.80
25@ = -1.20
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_5 // 
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -9.70 24@ 25@ rotation 0.0 0.0 90.0
if 
 24@ <= -3.0
else_jump @SISTEM_creat_wall_5
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2103
24@ = 1.80
25@ = -0.60
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_6 //  
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -9.70 24@ 25@ rotation 0.0 0.0 70.0
if 
 24@ <= -3.0
else_jump @SISTEM_creat_wall_6
model.Destroy(26@) 
object.RemoveReferences(2@)
26@ = 2102
24@ = 1.80
25@ = 0.0
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_7 // 3 
wait 0
24@ -= 1.0
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -9.80 24@ 25@ rotation 0.0 0.0 90.0
if 
 24@ <= -3.0
else_jump @SISTEM_creat_wall_7
25@ += 0.5
24@ = 1.80
if 
 25@ >= 2.0
else_jump @SISTEM_creat_wall_7 
model.Destroy(26@) 
object.RemoveReferences(2@)
model.Destroy(14738)
model.Destroy(2784)
model.Destroy(2460)

26@ = 1500
gosub @LOADmodel_SPRINT_1 // 
object.Create(3@,26@,21@, 22@, 23@)//
069A: attach_object 3@ to_object 1@ at_offset  -9.90 1.30 -2.60 rotation 0.0 0.0 90.0
//object.RemoveReferences(2@)
object.Create(4@,26@,21@, 22@, 23@)//
069A: attach_object 4@ to_object 1@ at_offset  -8.70 -3.90 -2.60 rotation 0.0 0.0 0.0
//object.RemoveReferences(2@)
model.Destroy(26@)
26@ = 1958
24@ = -9.10
25@ = -2.0
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_8 // 
wait 0
24@ += 0.60
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 2.0 25@ rotation 0.0 0.0 90.0
if 
 24@ >= -7.0
else_jump @SISTEM_creat_wall_8
24@ = -9.10
25@ -= 0.4
if
25@ <= -2.50
else_jump @SISTEM_creat_wall_8
object.RemoveReferences(2@)
model.Destroy(26@) 
26@ = 1952
24@ = 1.80
25@ = -1.90
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_9 // 
wait 0
24@ += 0.20
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -6.0 24@ 25@ rotation 0.0 0.0 90.0
if 
 24@ >= 3.50
else_jump @SISTEM_creat_wall_9
object.RemoveReferences(2@)
model.Destroy(26@) 

26@ = 1954
24@ = 1.30
25@ = -2.30
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_10 // 
wait 0
24@ += 0.70
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  -6.10 24@ 25@ rotation 0.0 10.0 0.0
if 
 24@ >= 3.0
else_jump @SISTEM_creat_wall_10
object.RemoveReferences(2@)
model.Destroy(26@) 
26@ = 1956
24@ = -5.0
25@ = -1.0
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_11 // 
wait 0
24@ -= 0.70
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 4.10 25@ rotation 90.0 0.0 0.0
if 
 24@ <= -7.0
else_jump @SISTEM_creat_wall_11
24@ = -5.0
25@ += 0.60
 if
  25@ >= 1.80
else_jump @SISTEM_creat_wall_11  
object.RemoveReferences(2@)
model.Destroy(26@) 
26@ = 1960
24@ = -7.50
25@ = -2.0
gosub @LOADmodel_SPRINT_1 // 

:SISTEM_creat_wall_12 // 
wait 0
24@ -= 0.30
object.RemoveReferences(2@)
object.Create(2@,26@,21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ at_offset  24@ 4.0 25@ rotation 0.0 0.0 20.0
if 
 24@ <= -9.50
else_jump @SISTEM_creat_wall_12
24@ = -7.50
25@ += 0.60
 if
  25@ >= 1.80
else_jump @SISTEM_creat_wall_12  
object.RemoveReferences(2@)
model.Destroy(26@) 

 wait 0
 object.RemoveReferences(1@)
 03F0: text_draw_toggle  0 //     
// 0400: store_coords_to 21@ 22@ 23@ from_object 1@ with_offset -8.0 -3.50 -1.0 
//0A40: 1@ = create_entrance_marker_at 21@ 22@ 23@ color 14 
//===========================================================
//=================== ==============================
//===========================================================
 :SHOPE_OPEN_1
 wait 0
 if or
  80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 815.3282 -1376.7148 23.6 radius 50.0 50.0 2.0
  00F0:   actor $PLAYER_ACTOR 0 near_point 809.3563 -1383.0439 radius 0.50 0.50 stopped_on_foot
 else_jump @SHOPE_OPEN_2
 actor.PutAt($PLAYER_ACTOR,815.7927, -1387.9264, 12.5968)
 object.RemoveReferences(3@)//
 object.RemoveReferences(4@)//
 jump @START_2
 
 :SHOPE_OPEN_2
 wait 0
 if
  00F0:   actor $PLAYER_ACTOR 0 near_point 815.3282 -1376.7148 radius 1.0 1.0 stopped_on_foot
 else_jump @SHOPE_OPEN_1
0390: load_txd_dictionary "GUITAR"  // TXD  -        
038F: request_texture "SHOP" as  1  // -        
038F: request_texture "HELP1" as  2
038F: request_texture "HELP2" as  3
wait 0
038D: create_texture  1 position  300.0  350.0 scale  130.0  130.0 color  255  255  255 alpha 255 //    ( ,    )
 jump @SHOPE_KEY_1
 //======================== =======================================
 :SHOPE_KEY_1
 wait 0
 if
 00E1: key_pressed 0 11  //-=y=-
 else_jump @SHOPE_KEY_2
 player.Money($PLAYER_CHAR) += -13000
 actor.Angle($PLAYER_ACTOR) = 180.0
 object.RemoveReferences(3@)//
 object.RemoveReferences(4@)//
 wait 0
 03F0: text_draw_toggle  0 //     
 wait 0
 //038D: create_texture  2 position  300.0  350.0 scale  130.0  130.0 color  255  255  255 alpha 255 // 
 //wait 3000
 03F0: text_draw_toggle  0 //     
 wait 0
 0391: release_txd_dictionary //  TXD'
 $ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
 if      //       .
  03CA: object 12@ exists
 else_jump  @LOADmodelObject_01
 Object.Destroy(12@)
  if
  03CA: object 13@ exists
 else_jump  @LOADmodelObject_01
  Object.Destroy(13@)
  jump  @LOADmodelObject_01
 
 :SHOPE_KEY_2
 wait 0
 if or
 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 815.3282 -1376.7148 23.6 radius 2.0 2.0 2.0
 00E1: key_pressed 0 10  //-=n=-
 else_jump @SHOPE_KEY_1
 wait 0
 03F0: text_draw_toggle  0 //     
 wait 1000
 0391: release_txd_dictionary //  TXD'
 $ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
 jump @SHOPE_OPEN_1
//================================================================
//:START_2s  // 
//wait 0
//if          //
//0AB0:   key_pressed 90 //-=Z=-  
//else_jump @START_2s //  ,      .        .
//JUMP @LOADmodelObject_01aaa
//===============
:LOADmodelObject_01
actor.PutAt($PLAYER_ACTOR,815.7927, -1387.9264, 12.5968)
wait 0

:LOADmodelObject_01aaa
model.Load(#GUN_BOXBIG)
model.Load(2231)
//model.Load(#NRG500)
038B: load_requested_models

:LOADmodelObject_02
 wait 0
 if and
 model.Available(#GUN_BOXBIG)
 model.Available(2231)
//model.Available(#NRG500)
 else_jump  @LOADmodelObject_02
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.10 
  object.Create(12@,#GUN_BOXBIG,21@, 22@, 23@)
  04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 -1.0
  object.Create(13@,2231,21@, 22@, 23@)
  0453: object 12@ set_rotation 90.0 0.0 0.0
  069A: attach_object 12@ to_object 13@ at_offset -0.40 -0.65 0.47 rotation -20.0 -60.0 0.0
  //04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 1.0 2.0 -1.0
 // car.Create(14@,#NRG500,21@, 22@, 23@)
 wait 0
//car.RemoveReferences(14@)
  wait 0
  model.Destroy(#GUN_BOXBIG)
  model.Destroy(2231)
  //object.RemoveReferences(13@)
  wait 0
   jump @OBJECT_LIFT_ACTOR_1
  //==================================
  //================ ======
  //==================================
 :OBJECT_LIFT_ACTOR_1
  wait 0
 if and
 not actor.Driving($PLAYER_ACTOR)    
8471: not unknown_actor $PLAYER_ACTOR near_object 13@ radius 1.0 1.0 unknown 0
 00E1: key_pressed 0 4  //-==-
 0471: unknown_actor $PLAYER_ACTOR near_object 12@ radius 1.0 1.0 unknown 0 
 else_jump @OBJECT_LIFT_ACTOR_2
 object.Destroy(12@)
 gosub @LOADmodelObject_01a
070A: AS_actor $PLAYER_ACTOR attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
  wait 0
  jump @OBJECT_NOT_LIFT_ACTOR_1
  
  :OBJECT_LIFT_ACTOR_2  
  wait 0
 if
  8471: not unknown_actor $PLAYER_ACTOR near_object 12@ radius 20.0 20.0 unknown 0 
 else_jump @OBJECT_LIFT_ACTOR_3
 object.Destroy(12@)
 object.Destroy(13@)
 jump @START_2
 
 :OBJECT_LIFT_ACTOR_3 // 
 wait 0
 if and
  not actor.Driving($PLAYER_ACTOR) 
  0471: unknown_actor $PLAYER_ACTOR near_object 13@ radius 1.0 1.0 unknown 0 
  00E1: key_pressed 0 4  //-==-
  else_jump @OBJECT_LIFT_ACTOR_1
  object.Destroy(13@)
  gosub @LOADmodelObject_01dd
  070A: AS_actor $PLAYER_ACTOR attach_to_object 13@ offset 0.50 0.10 -0.30 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
  jump @DINAMIK_NOT_LIFT_1  
 //==================================    
//============== =====================
//==================================
:OBJECT_NOT_LIFT_ACTOR_1 //  
 wait 0
 if
 00E1: key_pressed 0 15  //-=ENTER-CAR=-                                            
 else_jump @OBJECT_NOT_LIFT_ACTOR_2                                        
 object.Destroy(12@)
 gosub @LOADmodelObject_01a
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -0.90
 Object.PutAt(12@,21@,22@,23@) 
 jump @CAR_ATACH_GUITAR


 :OBJECT_NOT_LIFT_ACTOR_2 //  
 wait 0
 if
 00E1: key_pressed 0 7  //-=NEXT WEAPON=-                                            
 else_jump @OBJECT_NOT_LIFT_ACTOR_3                                        
 object.Destroy(12@)
 gosub @LOADmodelObject_01a
 069B: attach_object 12@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.20 0.20 rotation 0.0 90.0 0.0 
 jump @OBJECT_LIFT_ACTOR_1
 
 :OBJECT_NOT_LIFT_ACTOR_3 // -    
 wait 0
 if and
  00E1: key_pressed 0 4  //-==-
  0471: unknown_actor $PLAYER_ACTOR near_object 13@ radius 1.0 1.0 unknown 0
  else_jump @OBJECT_NOT_LIFT_ACTOR_4
  jump @START_3
  
  :OBJECT_NOT_LIFT_ACTOR_4
  wait 0
  if
 00E1: key_pressed 0 18  //-=sit=-  
 ELSE_jump @OBJECT_NOT_LIFT_ACTOR_1
 wait 1000
 if
 00E1: key_pressed 0 18  //-=sit=-  
 ELSE_jump @OBJECT_NOT_LIFT_ACTOR_1
 object.Destroy(12@)
 gosub @LOADmodelObject_01a
 069B: attach_object 12@ to_actor $PLAYER_ACTOR with_offset 0.0 0.30 -0.0 rotation 0.0 10.0 -180.0
 gosub @LOAD_ANIM_0d
 wait 1000
 if
 00E1: key_pressed 0 18  //-=sit=-  
 ELSE_jump @OBJECT_NOT_LIFT_ACTOR_1
 object.Destroy(12@)
 gosub @LOADmodelObject_01a
 070A: AS_actor $PLAYER_ACTOR attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
 gosub @LOAD_ANIM_0g
 jump @OBJECT_NOT_LIFT_ACTOR_1
//==================================
//================================== 
//=======================================================
  :DINAMIK_NOT_LIFT_1 //   
  wait 0
  if
 00E1: key_pressed 0 15  //-=ENTER-CAR=-                                            
 else_jump @DINAMIK_NOT_LIFT_2
 //0382: set_object 13@ collision_detection 0
 WAIT 0 
 //object.Destroy(13@)
 //gosub @LOADmodelObject_01d
 //21@ = actor.Angle($PLAYER_ACTOR)
 //object.Angle(13@) = 21@
// wait 0
  jump @CAR_ATACH_DINAMIC
  
  :DINAMIK_NOT_LIFT_2   //   
  wait 0
  if
  00E1: key_pressed 0 7  //-=NEXT WEAPON=-   
  else_jump @DINAMIK_NOT_LIFT_3
  object.Destroy(13@)
  gosub @LOADmodelObject_01dd
  070A: AS_actor $PLAYER_ACTOR attach_to_object 13@ offset 0.50 0.10 -0.50 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
  wait 500
  if
  00E1: key_pressed 0 7  //-=NEXT WEAPON=-  
  else_jump @DINAMIK_NOT_LIFT_3
  object.Destroy(13@)
  gosub @LOADmodelObject_01dd
  070A: AS_actor $PLAYER_ACTOR attach_to_object 13@ offset 0.50 0.10 -0.30 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
  wait 500
  jump @DINAMIK_NOT_LIFT_3
  
  :DINAMIK_NOT_LIFT_3 //
  wait 0
  if
 00E1: key_pressed 0 4  //-=TAB=-                                            
 else_jump @DINAMIK_NOT_LIFT_1
 gosub @LOAD_ANIM_0taxi
  //0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
   //if
   //056E: 0@
  //else_jump @DINAMIK_NOT_LIFT_1
  jump @DINAMIK_NOT_LIFT_1
   if
    0202:   actor $PLAYER_ACTOR near_car 0@ radius 20.0 20.0 flag 0
    else_jump @DINAMIK_NOT_LIFT_1
00AD: set_car 0@ max_speed_to 20.0 
00AE: unknown_set_car 0@ to_ignore_traffic_lights 2
Car.SetDriverBehaviour(0@, DriveToPlayer)
//0676: AS_actor $PLAYER_ACTOR in_car 0@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 0@ passenger_seat 1 -1 ms 
wait 2000 
if
actor.Driving($PLAYER_ACTOR)
else_jump @DINAMIK_NOT_LIFT_1
 //======     ============ 
 05D6: clear_scmpath
 00AD: set_car 0@ max_speed_to 20.0 
 00AE: unknown_set_car 0@ to_ignore_traffic_lights 2
//==========   ============= 
0208: 14@ = random_float_in_ranges 660.0 660.0 
0208: 15@ = random_float_in_ranges 660.0 660.0 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 14@ 15@ 0.0 
02C1: store_to 24@ 25@ 26@  car_path_coords_closest_to 21@ 22@ 23@ 
//==============================================   
 00A7: car 0@ drive_to 24@ 25@ 26@   // 
 jump @DINAMIK_NOT_LIFT_1
//=================================
  :LOAD_ANIM_0taxi //     
 //04ED: load_animation "TATTOOS"

 :LOAD_ANIM_1taxi //   .
 wait 0
 if 
 04EE:   animation "PED" loaded 
 else_jump @LOAD_ANIM_1taxi
 0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_taxi" IFP_file "PED" 1004.0 loop 0 1 1 0 time -1
 return
  //==============================================================
  //=====================   ===========================
  //==============================================================
  :CAR_ATACH_DINAMIC  //DINAMIC-MA
  wait 0
  0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
   if
   056E: 0@
  else_jump @NOT_CAR_NOT_GUITAR_1
  //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 2.0 2.0 flag 0 
   else_jump @NOT_CAR_NOT_GUITAR_1
   0382: set_object 13@ collision_detection 0
   wait 0
   object.Destroy(13@)
   26@ = 2231
   gosub @LOADmodel_SPRINT_1
   04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -4.0
   object.Create(13@,26@,21@, 22@, 23@)
   wait 0
   model.Destroy(26@)
   0681: attach_object 13@ to_car 0@ at_offset 0.4 -1.1 0.20 rotation 190.0 -90.0 0.0
   gosub @WAIT_CAR_MODEL_01d //  
   jump @OBJECT_LIFT_ACTOR_1
                      //GITARA-
   :CAR_ATACH_GUITAR  //    
  wait 0
  0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
   if
   056E: 0@       // 
  else_jump @GUITAR_DINAMIK_ATACH  //       
   if 
    0202:   actor $PLAYER_ACTOR near_car 0@ radius 2.0 2.0 flag 0 //  
   else_jump @GUITAR_DINAMIK_ATACH
   0681: attach_object 12@ to_car 0@ at_offset -0.30 -0.9 0.20 rotation 340.0 0.0 -90.0
   //0681: attach_object 12@ to_car 0@ at_offset -0.6 -0.5 0.0 rotation -70.0 -60.0 180.0
   gosub @WAIT_CAR_MODEL_01g //  
   jump @OBJECT_LIFT_ACTOR_1
   
   :GUITAR_DINAMIK_ATACH   //    .
   gosub @WAIT_CAR_MODEL_05g
   jump @OBJECT_LIFT_ACTOR_1
   
   :NOT_CAR_NOT_GUITAR_1
   object.Destroy(13@)
   gosub @LOADmodelObject_01d
   21@ = actor.Angle($PLAYER_ACTOR)
   object.Angle(13@) = 21@
   wait 0
   jump @OBJECT_LIFT_ACTOR_1
   //============================================================
   //========  ================
  :WAIT_CAR_MODEL_01d   //DINAMIC
  wait 0
01E9: 1@ = car 0@ num_passengers
if 
0431:   car 0@ passenger_seat_free 2
   else_jump @WAIT_CAR_MODEL_06d 
0681: attach_object 13@ to_car 0@ at_offset 0.7 -1.1 -0.40 rotation 190.0 -90.0 0.0
 return
        
   :WAIT_CAR_MODEL_06d    //DINAMIC
   return
        //===================================================
   :WAIT_CAR_MODEL_01g   //GUITAR
  wait 0
01E9: 1@ = car 0@ num_passengers
if 
0431:   car 0@ passenger_seat_free 2
   else_jump @WAIT_CAR_MODEL_05g 
   //0681: attach_object 12@ to_car 0@ at_offset -0.30 -0.9 0.20 rotation 340.0 0.0 -90.0
   0681: attach_object 12@ to_car 0@ at_offset -0.6 -0.5 0.0 rotation -70.0 -60.0 180.0
 return
   
   :WAIT_CAR_MODEL_05g    //GUITAR   
   wait 0
   if
   0471: unknown_actor $PLAYER_ACTOR near_object 13@ radius 1.0 1.0 unknown 0 
   else_jump @WAIT_CAR_MODEL_06g 
   069A: attach_object 12@ to_object 13@ at_offset -0.40 -0.65 0.47 rotation -20.0 -60.0 0.0
    return
      
   
   :WAIT_CAR_MODEL_06g    //GUITAR
   return
   
   
  //==================================
 //=======================   ================
 //==================================
 :LOADmodelObject_01a
wait 0
model.Load(#GUN_BOXBIG)
038B: load_requested_models

:LOADmodelObject_02a
 wait 0
 if
 model.Available(#GUN_BOXBIG)
 else_jump  @LOADmodelObject_02a
  04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -3.10 
  object.Create(12@,#GUN_BOXBIG,21@, 22@, 23@)
  0453: object 12@ set_rotation -90.0 0.0 0.0
  wait 0
  model.Destroy(#GUN_BOXBIG)
  wait 0
  return

  :LOADmodelObject_01d
wait 0
model.Load(2231)
038B: load_requested_models

:LOADmodelObject_02d
 wait 0
 if
 model.Available(2231)
 else_jump  @LOADmodelObject_02d
  04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
  object.Create(13@,2231,21@, 22@, 23@) 
  //0453: object 13@ set_rotation -90.0 0.0 0.0
  wait 0
  model.Destroy(2231)
  wait 0
  return
  
  :LOADmodelObject_01dd
wait 0
model.Load(2231)
038B: load_requested_models

:LOADmodelObject_02dd
 wait 0
 if
 model.Available(2231)
 else_jump  @LOADmodelObject_02dd
  04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 
  object.Create(13@,2231,21@, 22@, 23@)
  //0453: object 13@ set_rotation -90.0 0.0 0.0
  wait 0
  model.Destroy(2231)
  wait 0
  return
 //===========================================
//==========================================
:START_3
  wait 0
  $ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION
wait 1000  
 0226: 21@ = actor $PLAYER_ACTOR health 
 if
  21@ < 20
  else_jump @START_4
  $ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
  0390: load_txd_dictionary "GUITAR"
  038F: request_texture "NOGAME" as  10
  038D: create_texture  10 position  300.0  340.0 scale  100.0  90.0 color  255  255  255 alpha 255 // 
  wait 5000
  03F0: text_draw_toggle  0 //     
  wait 1000
  0391: release_txd_dictionary //  TXD'
  jump @OBJECT_NOT_LIFT_ACTOR_1

:START_4
0390: load_txd_dictionary "GUITAR"  // TXD  -        
038F: request_texture "GUITAR" as  1  // -        
038F: request_texture "RUKAGRIF" as  2
038F: request_texture "RUKAGRIFB" as  3
038F: request_texture "KURSOR" as  4
038F: request_texture "TIME" as  5
038F: request_texture "LIVEA" as  6
038F: request_texture "LIVEB" as  7
038F: request_texture "RETING" as  8
038F: request_texture "RETINGK" as  9
038F: request_texture "NOGAME2" as  10
038F: request_texture "STATUS1" as  21
038F: request_texture "STATUS2" as  22
038F: request_texture "STATUS3" as  23
038F: request_texture "STATUS4" as  24
038F: request_texture "STATUS5" as  25
038F: request_texture "CLUBBAR" as  26
038F: request_texture "BONUS1" as  30
038F: request_texture "BONUS2" as  31
038F: request_texture "BONUS3" as  32
038F: request_texture "BONUS4" as  33
038F: request_texture "GAME1" as  34
038F: request_texture "GAME2" as  35
038F: request_texture "TRACK" as  36
038F: request_texture "TRACK2" as  37
038F: request_texture "RUKASTRUNA" as  13
//gosub @CLUB_GUITAR_1 //    

038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  400.0  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  400.0  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  340.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 

//038D: create_texture  8 position  200.0  200.0 scale  180.0  180.0 color  255  255  255 alpha 255
//038D: create_texture  30 position  130.0  90.0 scale  70.0  70.0 color  255  255  255 alpha 255
//038D: create_texture  31 position  130.0  90.0 scale  70.0  70.0 color  255  255  255 alpha 255
Jump @CLUB_GUITAR_1


:START_5
wait 1000
player.CanMove($PLAYER_CHAR) = false
1@ = 400.0
2@ = 350.0
4@ = 0  // 
11@ = 0 //   


:GUITAR_RUKI_00
wait 0
0A4A: store_joystick_offset_to 21@ 22@  //21@-X 22@-Y
if
21@ > 1 
else_jump @GUITAR_RUKI_01
03F0: text_draw_toggle  0 //     
1@ += 15.0
11@ += 1
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
if
 1@ >= 480.0
 else_jump @GUITAR_RUKI_01
 1@ = 480.0
 11@ = 6
jump @GUITAR_RUKI_02

:GUITAR_RUKI_01
wait 0
0A4A: store_joystick_offset_to 21@ 22@  //21@-X 22@-Y
if
21@ < -1 
else_jump @GUITAR_RUKI_02
03F0: text_draw_toggle  0 //     
1@ -= 15.0
11@ -= 1
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
if
 1@ <= 390.0
 else_jump @GUITAR_RUKI_02
 1@ = 390.0
 11@ = -1
jump @GUITAR_RUKI_02

:GUITAR_RUKI_02
if
 00E1: key_pressed 0 17 //FIRE 
 //0AB0:   key_pressed 32 //-=SPACE=-  
else_jump @GUITAR_RUKI_03
gosub @GUITAR_ZVUK_1
jump @GUITAR_RUKI_00

:GUITAR_RUKI_03
if
 //0AB0:   key_pressed 90 //-=Z=-  
  00E1: key_pressed 0 15//EXIT
else_jump @GUITAR_RUKI_04
0955: end_playing_loaded_soundtrack //    
player.CanMove($PLAYER_CHAR) = True
03F0: text_draw_toggle  0 //     
wait 1000
0391: release_txd_dictionary //  TXD'
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
jump @OBJECT_NOT_LIFT_ACTOR_1

:GUITAR_RUKI_04 // 
if
 00E1: key_pressed 0 4//TAB
 //0AB0:   key_pressed 90 //-=Z=-  
else_jump @GUITAR_RUKI_00
21@ = 34
22@ = 373.0
29@ = 1 //  (      )
03F0: text_draw_toggle  0
wait 1000
Jump @GAME_to_GAME_1  //  
//=================================================
//============== =========================
//=================================================
:GAME_to_GAME_1
03F0: text_draw_toggle  0
wait 0
if
 00E1: key_pressed 0 15//EXIT
Else_jump @GAME_to_GAME_2
wait 1000
jump @GUITAR_RUKI_00// 

:GAME_to_GAME_2
//wait 0
038D: create_texture  21@ position  300.0  400.0 scale  90.0  90.0 color  255  255  255 alpha 255
038D: create_texture  36 position  350.0  400.0 scale  100.0  100.0 color  255  255  255 alpha 255
038D: create_texture  37 position  370.0  22@ scale  50.0  25.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 250.0 250.0 GXT 'TIME' numbers 29@ 7
if
 00E1: key_pressed 0 0// 
Else_jump @GAME_to_GAME_3a 
wait 100
21@ += 1
if
 21@ > 35
 Else_jump @GAME_to_GAME_3a 
 21@ = 34

 
 :GAME_to_GAME_3a
 if and
 21@ == 35
 00E1: key_pressed 0 1// 
 Else_jump @GAME_to_GAME_3 
 22@ += 10.0
 29@ += 1
 wait 500
 if
 22@ >= 440.0
 Else_jump @GAME_to_GAME_3 
 22@ = 373.0
 29@ = 1

:GAME_to_GAME_3
//wait 0
if
 00E1: key_pressed 0 4//TAB
Else_jump @GAME_to_GAME_1 
Jump @GAME_to_GAME_4
//====================================================
//=================== ================
//====================================================



//====================================================
//==================  ======================
//====================================================

:GAME_to_GAME_4
wait 0
IF
21@ == 34
Else_jump @GAME_to_GAME_5
03F0: text_draw_toggle  0
Jump @GAME_A_1  //  

:GAME_to_GAME_5
wait 0
if
21@ == 35
Else_jump @GAME_to_GAME_2
03F0: text_draw_toggle  0
jump @LOAD_GAME_TWO  //   
//================================================
//================================================
//================================================
:GUITAR_ZVUK_1
03F0: text_draw_toggle  0 //     
2@ += 3.0
wait 0 
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
if
 2@ >= 360.0
 else_jump @GUITAR_ZVUK_1
03F0: text_draw_toggle  0 //     
wait 0 
2@ = 340.0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
10@ = 1
gosub @OKTAVA_1
return
//31200  
//31201   
// 31200     
//30800 
//9201-   
//6003 -   
//11200 
//5203   
//5204  
//5205  -
//5206   

:OKTAVA_1
wait 0
//01E3: text_1number_styled 'DOLLAR' 11@ 2000 ms 4
040D: unload_wav 1
11@ < 0
jf @OKTAVA_2
21@ = 6003
jump @ZVUK_1

:OKTAVA_2
wait 0
 11@ == 0
 jf @OKTAVA_3
//21@ = 7419
jump @ZVUK_11

:OKTAVA_3
wait 0
 11@ == 1
 jf @OKTAVA_4
21@ = 30800
jump @ZVUK_1

:OKTAVA_4
wait 0
 11@ == 2
 jf @OKTAVA_5
21@ = 30801
jump @ZVUK_1

:OKTAVA_5
wait 0
 11@ == 3
 jf @OKTAVA_6
21@ = 5203
jump @ZVUK_1

:OKTAVA_6
wait 0
 11@ == 4
 jf @OKTAVA_7
21@ = 5203
jump @ZVUK_1

:OKTAVA_7
wait 0
 11@ > 4
 jf @ZVUK_EXIT_0
21@ = 5205
jump @ZVUK_1
 //=============================================
:ZVUK_1
//040D: unload_wav 1
wait 0
03CF: load_wav 21@ as 1 //     1
03D0:   wav 1 loaded  // 
jf @ZVUK_1

:ZVUK_EXIT
wait 0
10@ += 1
03D1: play_wav 1  // 
10@ > 5
jf @ZVUK_EXIT
//Wait 200
//040D: unload_wav 1

:ZVUK_EXIT_0
return

 :ZVUK_11
 jump @ZVUK_13
//040D: unload_wav 1
wait 0
03CF: load_wav 7419 as 1 //     1
03CF: load_wav 7418 as 2 //     1
03CF: load_wav 7417 as 3 //     1
03D0:   wav 1 loaded  // 
//03D0:   wav 1 loaded  // 
jf @ZVUK_11

 :ZVUK_12
wait 500
03D1: play_wav 1  // 
wait 500
03D1: play_wav 2  // 
wait 500
03D1: play_wav 3  // 
wait 500

:ZVUK_13
wait 0
0955: end_playing_loaded_soundtrack //    
040D: unload_wav 1
040D: unload_wav 2
040D: unload_wav 3
0952: load_soundtrack 4@
4@ += 1
//01E3: text_1number_styled 'DOLLAR' 4@ 2000 ms 4
045B: draw_text_2numbers 400.0 350.0 GXT 'KICK1_9' numbers 4@ 0
wait 0
0954: start_playing_loaded_soundtrack //   
4@ > 6
//Jf @ZVUK_EXIT_0
jf @ZVUK_EXIT_0
4@ = 9
0955: end_playing_loaded_soundtrack //    
wait 0 
0952: load_soundtrack 4@
0954: start_playing_loaded_soundtrack //   
4@ = 0
//Jump @GAME_A_1
Jump @ZVUK_EXIT_0
//===========================================================
  :STARTgameGUITAR_1
//040D: unload_wav 1
wait 0
03CF: load_wav 7419 as 1 //     1
03CF: load_wav 7418 as 2 //     1
03CF: load_wav 7417 as 3 //     1
03D0:   wav 1 loaded  // 
jf @STARTgameGUITAR_1

 :STARTgameGUITAR_2
wait 500
03D1: play_wav 1  // 
wait 500
03D1: play_wav 2  // 
wait 500
03D1: play_wav 3  // 
wait 500

:STARTgameGUITAR_3
wait 0
0955: end_playing_loaded_soundtrack //    
040D: unload_wav 1
040D: unload_wav 2
040D: unload_wav 3
4@ -= 1 
if
4@ >= 6
else_jump @STARTgameGUITAR_4
4@ = 9
jump @STARTgameGUITAR_5

:STARTgameGUITAR_4
wait 0
if
4@ == -1
else_jump @STARTgameGUITAR_5
4@ = 0

:STARTgameGUITAR_5
0952: load_soundtrack 4@
wait 0 
0954: start_playing_loaded_soundtrack //   
return
//===========================================================
//================ ===========================
//===========================================================
 :CAMERA_CRUISE_1
 21@ = object.Angle(13@)
 21@ += 120.0
 Actor.Angle($PLAYER_ACTOR) = 21@
 0400: store_coords_to 21@ 22@ 23@ from_object 13@ with_offset 0.0 -7.0 1.0 
 Camera.SetPosition(21@, 22@, 23@,0.0,0.0,0.0)
 Camera.OnPed($PLAYER_ACTOR, 15, 2)
 return
 //========================================================
 //=====================  =======================
 //========================================================
 :CLUB_GUITAR_1 //  
 wait 0
 if 
  00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 497.9524 -76.0393 998.7578 radius 50.0 50.0 15.0
else_jump @CLUB_GUITAR_2
if
 20@ >= 100
else_jump @OPIT_DOSTATOK_1
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  26 position  300.0  300.0 scale  200.0  180.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 330.0 345.0 GXT 'KICK1_9' numbers 100 0  
9@ = 2 //  
jump @YES_NO_CLUB_1

:CLUB_GUITAR_2 // 
 wait 0
 if 
  00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 487.5358 -5.6711 1002.0781 radius 50.0 50.0 15.0
else_jump @CLUB_GUITAR_3
if
 20@ >= 300
else_jump @OPIT_DOSTATOK_1
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  26 position  300.0  300.0 scale  200.0  180.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 330.0 345.0 GXT 'KICK1_9' numbers 300 0  
9@ = 3 //  
jump @YES_NO_CLUB_1
 
:CLUB_GUITAR_3 // 
 wait 0
 if 
  00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -225.5725 1403.6796 27.7734 radius 50.0 50.0 15.0
else_jump @CLUB_GUITAR_22
if
 20@ >= 100
else_jump @OPIT_DOSTATOK_1
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  26 position  300.0  300.0 scale  200.0  180.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 330.0 345.0 GXT 'KICK1_9' numbers 100 0  
9@ = 4 //  
jump @YES_NO_CLUB_1 
 
:CLUB_GUITAR_22
jump @START_5
//================================= 
:OPIT_DOSTATOK_1
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  10 position  300.0  300.0 scale  160.0  140.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 260.0 354.0 GXT 'KICK1_9' numbers 20@ 0
 //0955: end_playing_loaded_soundtrack //    
Camera.Restore_WithJumpCut
player.CanMove($PLAYER_CHAR) = True
wait 4000  
03F0: text_draw_toggle  0 //     
wait 1000
0391: release_txd_dictionary //  TXD'
jump @OBJECT_NOT_LIFT_ACTOR_1  
//================================= 
:YES_NO_CLUB_1 //YES
wait 0
if
 00E1: key_pressed 0 11 //yes 
else_jump @YES_NO_CLUB_2 
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  26 position  300.0  300.0 scale  200.0  180.0 color  255  255  255 alpha 255
wait 3000
03F0: text_draw_toggle  0 //     
gosub @CLUB_PUT_ZONE_1
jump @START_5
  
  :YES_NO_CLUB_2 //NO
wait 0
if
 00E1: key_pressed 0 10 //no 
else_jump @YES_NO_CLUB_1 
9@ = 0 // 
 //0955: end_playing_loaded_soundtrack //    
Camera.Restore_WithJumpCut
player.CanMove($PLAYER_CHAR) = True  
03F0: text_draw_toggle  0 //     
wait 1000
0391: release_txd_dictionary //  TXD'
jump @OBJECT_NOT_LIFT_ACTOR_1 
//=====================================================================
//=======         =======
//=====================================================================
:CLUB_PUT_ZONE_1 // 
wait 0
if
  9@ == 2
else_jump @CLUB_PUT_ZONE_2
20@ -= 100
actor.PutAt($PLAYER_ACTOR,508.4883, -87.0678, 998.50)
actor.Angle($PLAYER_ACTOR) = 5.7896
object.PutAt(13@,508.6183, -87.9442, 998.0)
object.Angle(13@) = 180.20
return

:CLUB_PUT_ZONE_2 // 
wait 0
if
  9@ == 3
else_jump @CLUB_PUT_ZONE_3
20@ -= 300
actor.PutAt($PLAYER_ACTOR,487.5358, -5.6711, 1002.0)
actor.Angle($PLAYER_ACTOR) = 180.7896
object.PutAt(13@,487.1298, -4.4606, 1002.0)
object.Angle(13@) = 0.0
return

:CLUB_PUT_ZONE_3 // 
wait 0
if
  9@ == 4
else_jump @CLUB_PUT_ZONE_111
20@ -= 100
9@ = 2
actor.PutAt($PLAYER_ACTOR, -228.1329, 1397.5453, 28.0)
actor.Angle($PLAYER_ACTOR) = 310.0
object.PutAt(13@,-226.4569, 1398.4813, 27.50)
object.Angle(13@) = 168.0
return

 :CLUB_PUT_ZONE_111
 return
//===========================================================
//==============    =====================
//===========================================================
:GAME_A_1
gosub @STARTgameGUITAR_1
gosub @LOAD_ANIM_0game //  
gosub @CREAT_GUITAR_MASTER_SLALOM_START
gosub @CAMERA_CRUISE_1
23@ = 400.0
24@ = 0 //
25@ = 0//
26@ = 10.0 //  
27@ = 430.0 //  
28@ = 270.0 //    
31@ = 0.0 //   
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  23@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  5 position  28@  27@ scale  26@ 5.0 color  255  255  255 alpha 255 // 

:A_GUITAR_RUKI_00
wait 0
0A4A: store_joystick_offset_to 21@ 22@  //21@-X 22@-Y
if
21@ > 1 
else_jump @A_GUITAR_RUKI_01
03F0: text_draw_toggle  0 //     
1@ += 15.0
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  23@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  5 position  28@  27@ scale  26@  5.0 color  255  255  255 alpha 255 // 
if
 1@ >= 480.0
 else_jump @A_GUITAR_RUKI_01
 1@ = 480.0
jump @A_GUITAR_RUKI_01

:A_GUITAR_RUKI_01
wait 0
0A4A: store_joystick_offset_to 21@ 22@  //21@-X 22@-Y
if
21@ < -1 
else_jump @A_GUITAR_RUKI_02
03F0: text_draw_toggle  0 //     
1@ -= 15.0
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  23@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  5 position  28@  27@ scale  26@  5.0 color  255  255  255 alpha 255 // 
if
 1@ <= 390.0
 else_jump @A_GUITAR_RUKI_02
 1@ = 390.0
jump @A_GUITAR_RUKI_02

:A_GUITAR_RUKI_02  //     
wait 0
if
 00E1: key_pressed 0 17 //FIRE 
else_jump @A_GUITAR_RUKI_03
2@ += 20.0
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  23@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  5 position  28@  27@ scale  26@ 5.0 color  255  255  255 alpha 255 // 
wait 0
0509: 30@ = distance_between_XY 23@ 23@ and_XY 1@ 1@
if
30@ < 10.0 
else_jump @MINUS_POINT
31@ += 5.0
//01E3: text_1number_styled 'DOLLAR' 24@ 2000 ms 4
2@ = 340.0
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  23@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  5 position  28@  27@ scale  26@ 5.0 color  255  255  255 alpha 255 // 
038D: create_texture  6 position  460.0  467.0 scale  170.0  170.0 color  255  255  255 alpha 255// 
gosub @LOAD_ANIM_0game
jump @A_GUITAR_RUKI_04

:A_GUITAR_RUKI_03
wait 0
if
 //0AB0:   key_pressed 90 //-=Z=-  
 00E1: key_pressed 0 15//EXIT
else_jump @A_GUITAR_RUKI_04
jump @End_miniMission 

:A_GUITAR_RUKI_04//
wait 0
25@ += 1
//01E3: text_1number_styled 'DOLLAR' 25@ 1000 ms 4
if
 25@ > 10
 else_jump @A_GUITAR_RUKI_00
 25@ = 0
 26@ += 5.0
 28@ += 2.50
 //gosub @LOAD_ANIM_0game //  
 wait 0 // 
 if
  26@ >= 280.0
  else_jump @KURSOR_DRIVE_1
  jump @End_miniMission 
  
:End_miniMission
gosub @CREAT_GUITAR_MASTER_SLALOM_STOP //      .
Gosub @End_animation
0955: end_playing_loaded_soundtrack //    
Camera.Restore_WithJumpCut
player.CanMove($PLAYER_CHAR) = True
gosub @RAZMER_RETING //  
wait 3000
03F0: text_draw_toggle  0 //     
wait 1000
0391: release_txd_dictionary //  TXD'
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
if
 9@ > 1
else_jump @OBJECT_NOT_LIFT_ACTOR_1
006A: 9@ *= 20@ // (int) 
01E3: text_1number_styled 'DOLLAR' 9@ 6000 ms 4 
Player.Money($PLAYER_CHAR) += 9@
0390: load_txd_dictionary "GUITAR"  // TXD  -        
038F: request_texture "GANORAR" as  1
wait 0
038D: create_texture  1 position  300.0  300.0 scale  100.0  100.0 color  255  255  255 alpha 255
wait 3000
03F0: text_draw_toggle  0 //     
wait 1000
0391: release_txd_dictionary //  TXD'
9@ = 0
jump @OBJECT_NOT_LIFT_ACTOR_1 
//===========================================

//==========================================================
:MINUS_POINT
31@ -= 5.0
//01E3: text_1number_styled 'DOLLAR' 24@ 2000 ms 4
2@ = 340.0
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  23@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  5 position  28@  27@ scale  26@ 5.0 color  255  255  255 alpha 255 // 
038D: create_texture  7 position  460.0  467.0 scale  170.0  170.0 color  255  255  255 alpha 255 // 
jump @A_GUITAR_RUKI_03
//===========================================================


:KURSOR_DRIVE_1 //380 490
wait 0
0509: 30@ = distance_between_XY 380.0 380.0 and_XY 1@ 1@
if
 30@ > 80.0
else_jump @KURSOR_DRIVE_2
0087: 23@ = 1@ // (float)
23@ -= 80.0
if
 23@ < 380.0
else_jump @KURSOR_END
23@ = 480.0 
jump @KURSOR_END

:KURSOR_DRIVE_2 //380 490
wait 0
0509: 30@ = distance_between_XY 480.0 480.0 and_XY 1@ 1@
if
 30@ > 50.0
else_jump @KURSOR_DRIVE_3
0087: 23@ = 1@ // (float)
23@ += 30.0
//23@ += 45.0
if
 23@ > 480.0
else_jump @KURSOR_END
23@ = 480.0
jump @KURSOR_END

:KURSOR_DRIVE_3 //380 490
wait 0
23@ = 430.0
jump @KURSOR_END

:KURSOR_END  
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  400.0  450.0 scale  300.0  300.0 color  255  255  255 alpha 255 // 
038D: create_texture  4 position  23@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 //KURSOR
038D: create_texture  2 position  1@  358.0 scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  13 position  300.0  2@ scale  50.0  50.0 color  255  255  255 alpha 255 // 
038D: create_texture  5 position  28@  27@ scale  26@ 5.0 color  255  255  255 alpha 255 //  
jump @A_GUITAR_RUKI_00

//=======================================
//=========   ==============
//=======================================
//===================================================
:RAZMER_RETING
29@ = 0.0
32@ = 220.0
//31@ = 950.0 // 
24@ = 0// 
 if 
 31@ < 0.0 
 else_jump @RAZMER_RETING_00
 31@ = 0.0
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  9 position  130.0  32@ scale  30.0   29@ color  255  255  255 alpha 255
038D: create_texture  8 position  200.0  200.0 scale  180.0  180.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 180.0 150.0 GXT 'KICK1_9' numbers 24@ 0
 jump @RAZMER_RETING_05

:RAZMER_RETING_00  //     24-       . 31@
wait 0
29@ += 10.0
32@ -= 5.0
24@ += 1
20@ += 1 // 
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  9 position  130.0  32@ scale  30.0   29@ color  255  255  255 alpha 255
038D: create_texture  8 position  200.0  200.0 scale  180.0  180.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 180.0 150.0 GXT 'KICK1_9' numbers 24@ 0
if 
 0025:   29@ >= 31@ // (float)   31  . 
 else_jump @RAZMER_RETING_00
 
 
 :RAZMER_RETING_05
 gosub @RESULTATIV_1
 045B: draw_text_2numbers 180.0 250.0 GXT 'KICK1_9' numbers 20@ 0
 wait 1000
 gosub @STUS_guitarman_1 //      ....
 29@ = 0.0
 32@ = 220.0
 24@ = 0
 wait 5000
 gosub @USTALOST_0 //    
 return
 ///===========  ================
 :RESULTATIV_1
  wait 0
 if
  24@ >= 160
  else_jump @RESULTATIV_1a 
 038D: create_texture  33 position  130.0  90.0 scale  70.0  70.0 color  255  255  255 alpha 255
 20@ += 500
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
 return
 
 :RESULTATIV_1a
 wait 0
 if
  24@ >= 150
  else_jump @RESULTATIV_2 
038D: create_texture  32 position  130.0  90.0 scale  70.0  70.0 color  255  255  255 alpha 255
20@ += 200
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
 return
 
 :RESULTATIV_2
 wait 0
 if
  24@ > 100
  else_jump @RESULTATIV_3 
038D: create_texture  30 position  130.0  90.0 scale  70.0  70.0 color  255  255  255 alpha 255
20@ += 100
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
gosub @USTALOST_0
 return
 
 :RESULTATIV_3
 wait 0
 if
  24@ > 80
  else_jump @RESULTATIV_5 
  038D: create_texture  31 position  130.0  90.0 scale  70.0  70.0 color  255  255  255 alpha 255
20@ += 50
 return
 
 :RESULTATIV_4
 wait 0
 if
  24@ > 30
  else_jump @RESULTATIV_5 
 return
 
 :RESULTATIV_5
 wait 0
 return
 //====================================
 //====== ==============
 //====================================
 :USTALOST_0
 wait 0
 0226: 21@ = actor $PLAYER_ACTOR health 
 if
  21@ > 20
  else_jump @USTALOST_1
  21@ -= 10
  0223: set_actor $PLAYER_ACTOR health_to 21@ 

  :USTALOST_1
  return
//=================================================== 
//=== =================================== 
//===================================================
:STUS_guitarman_1
 wait 0
 if
  20@ > 1000
  else_jump @STUS_guitarman_2
  20@ = 1000
  038D: create_texture  25 position  200.0  230.0 scale  70.0  70.0 color  255  255  255 alpha 255
 return
  
  :STUS_guitarman_2
 wait 0
 if
  20@ > 700
  else_jump @STUS_guitarman_3
  038D: create_texture  24 position  200.0  230.0 scale  70.0  70.0 color  255  255  255 alpha 255
 return
  
  :STUS_guitarman_3
 wait 0
 if
  20@ > 500
  else_jump @STUS_guitarman_4
  038D: create_texture  23 position  200.0  230.0 scale  70.0  70.0 color  255  255  255 alpha 255
 return
  
  :STUS_guitarman_4
 wait 0
 if
  20@ > 300
  else_jump @STUS_guitarman_5
  038D: create_texture  22 position  200.0  230.0 scale  70.0  70.0 color  255  255  255 alpha 255
 return
  
  :STUS_guitarman_5
 wait 0
 038D: create_texture  21 position  200.0  230.0 scale  70.0  70.0 color  255  255  255 alpha 255
 return  
  
//===================================================

//========================================================================
//==============      ===========================
//========================================================================
:LOAD_ANIM_0 //   mkq
04ED: load_animation "mkq"

:LOAD_ANIM_1 //   .
wait 0
if 
04EE:   animation "mkq" loaded 
else_jump @LOAD_ANIM_1 //     .
return // 

//=============================
 //=============================    
 //=============================
:LOAD_ANIM_0g //     
04ED: load_animation "TATTOOS"
04ED: load_animation "CHAINSAW"
04ED: load_animation "TEC"

:LOAD_ANIM_1g //   .
wait 0
if and 
04EE:   animation "TATTOOS" loaded 
04EE:   animation "CHAINSAW" loaded 
04EE:   animation "TEC" loaded 
else_jump @LOAD_ANIM_1g //     .
0615: define_action_sequences 21@  // .  1@
0605: actor -1 perform_animation_sequence "TAT_Che_In_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "TAT_Back_Pose_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "TAT_Che_Out_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "TAT_Bel_Pose_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "TEC_crouchreload" IFP_file "TEC" 1004.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "CSAW_g" IFP_file "CHAINSAW" 1004.0 loop 0 1 1 0 time -1 // versionA
0616: define_action_sequences_end 21@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@ //    
061B: remove_references_to_action_sequences 21@ //       .
return // 
 
 :LOAD_ANIM_0d //     
04ED: load_animation "WOP"
04ED: load_animation "Guitar"

:LOAD_ANIM_1d //   .
wait 0
if and
04EE:   animation "WOP" loaded 
04EE:   animation "Guitar" loaded 
else_jump @LOAD_ANIM_1d
0615: define_action_sequences 21@  // .  1@
0605: actor -1 perform_animation_sequence "Dance_G1" IFP_file "WOP" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "Dance_G2" IFP_file "WOP" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "Dance_G10" IFP_file "WOP" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "gitarist" IFP_file "Guitar" 1004.0 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@ //       .
return // 

:LOAD_ANIM_0game //     
//04ED: load_animation "TATTOOS"
04ED: load_animation "Guitar"

:LOAD_ANIM_1game //   .
wait 0
if 
//04EE:   animation "TATTOOS" loaded 
04EE:   animation "Guitar" loaded 
else_jump @LOAD_ANIM_1game //     .
0615: define_action_sequences 33@  // .  1@
//0605: actor -1 perform_animation_sequence "TAT_Che_In_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1
//0605: actor -1 perform_animation_sequence "TAT_Back_Pose_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1 // versionA
//0605: actor -1 perform_animation_sequence "TAT_Che_Out_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1
//0605: actor -1 perform_animation_sequence "TAT_Bel_Pose_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "gitarist" IFP_file "Guitar" 1004.0 loop 0 1 1 1 time -1
0616: define_action_sequences_end 33@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 33@ //    
061B: remove_references_to_action_sequences 33@ //       .
return // 

:End_animation
 04ED: load_animation "TATTOOS"
:End_animation_1
wait 0
if 
//04EE:   animation "TATTOOS" loaded 
04EE:   animation "TATTOOS" loaded 
else_jump @End_animation_1
0605: actor $PLAYER_ACTOR perform_animation_sequence "TAT_Bel_Pose_T" IFP_file "TATTOOS" 1004.0 loop 0 1 1 0 time -1
 return

//==================  =========================
 //==================  =========================
 //==================  =========================
 :LOADmodel_SPRINT_1
wait 0
model.Load(26@)
038B: load_requested_models
:LOADmodel_SPRINT_2
 wait 0
 if
model.Available(26@)
 else_jump  @LOADmodel_SPRINT_2
 return
 //==========================================================
:CREAT_GUITAR_MASTER_SLALOM_START
26@ = 328//#GUN_BOXBIG
gosub @LOADmodel_SPRINT_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.50 0.50
object.Create(12@,26@,21@, 22@, 23@)
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 250.0
object.Angle(12@) = 21@
wait 0
070A: AS_actor $PLAYER_ACTOR attach_to_object 12@ offset -0.40 0.0 0.0 on_bone 1 0 perform_animation "NULL" IFP_file "NULL" time 1
wait 0
model.Destroy(26@)
return

:CREAT_GUITAR_MASTER_SLALOM_STOP
object.Destroy(12@)
26@ = 328//#GUN_BOXBIG
gosub @LOADmodel_SPRINT_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.50 0.50
object.Create(12@,26@,21@, 22@, 23@)
070A: AS_actor $PLAYER_ACTOR attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
model.Destroy(26@)
return 
 //=============================================================
 //==================== 2================================
 //   3   .
 //=============================================================
 //=============================================================
 :LOAD_GAME_TWO
wait 0
//if
//00E1: key_pressed 0 4  //-==-
//else_jump @LOAD_TEXTURE
object.Destroy(12@)
object.Destroy(13@)  
player.CanMove($PLAYER_CHAR) = false
02A3: toggle_widescreen 1//  
gosub @KP_GUITAR
wait 1000
0390: load_txd_dictionary "GUITAR"  // TXD  -        
038F: request_texture "GRIF2" as  5  // -        
038F: request_texture "P1" as  1
038F: request_texture "P2" as  2
038F: request_texture "P3" as  3
038F: request_texture "P4" as  4
038F: request_texture "FLASH1" as  11
038F: request_texture "KP1" as  21
038F: request_texture "KP2" as  22
038F: request_texture "ROCK" as  23

038F: request_texture "HEAVYMETAL" as  31
038F: request_texture "HEAVYMETAL2" as  32
038F: request_texture "LAMPA1" as  33
038F: request_texture "NAKAL" as  34
038F: request_texture "GRIFFIRE1" as  35
//03F0: text_draw_toggle  0 //     
//0391: release_txd_dictionary //  TXD'
//================================================================
//==================   =================================
//================================================================
:LOAD_SOUNDTRACK_USER_1
wait 0
if
 29@ == 1
 else_jump @LOAD_SOUNDTRACK_USER_2
0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\01.MP3"
jump @GAME_2_START

:LOAD_SOUNDTRACK_USER_2
wait 0
if
 29@ == 2
 else_jump @LOAD_SOUNDTRACK_USER_3
0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\02.MP3"
jump @GAME_2_START

:LOAD_SOUNDTRACK_USER_3
wait 0
if
 29@ == 3
 else_jump @LOAD_SOUNDTRACK_USER_4
0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\03.MP3"
jump @GAME_2_START

:LOAD_SOUNDTRACK_USER_4
wait 0
if
 29@ == 4
 else_jump @LOAD_SOUNDTRACK_USER_5
0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\04.MP3"
jump @GAME_2_START

:LOAD_SOUNDTRACK_USER_5
wait 0
if
 29@ == 5
 else_jump @LOAD_SOUNDTRACK_USER_6
0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\05.MP3"
jump @GAME_2_START

:LOAD_SOUNDTRACK_USER_6
wait 0
if
 29@ == 6
 else_jump @LOAD_SOUNDTRACK_USER_7
0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\06.MP3"
jump @GAME_2_START

:LOAD_SOUNDTRACK_USER_7
wait 0
0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\07.MP3"
jump @GAME_2_START

//==========================================================
:GAME_2_START
//0AAC: 5@ = load_mp3 "D:\AUDIOgtasa\01.MP3"
wait 2000
0AAD: set_mp3 5@ perform_action 1 //  mp3
9@ = 0 //   .
31@ = 0.0//   

  
10@ = 25.0 // 
24@ = 0

11@ = 300.0   //X-- 
12@ = 320.0//

13@ = 340.0// 
14@ = 300.0 // 

  15@ = 355.0// 
  16@ = 300.0 // 
  
  18@ = 375.0// 
  17@ = 300.0 // 

  19@ = 21
  
  22@ = 130.0 // 
  
:GRIF_0
066D: 4@ = attach_particle "explosion_door" to_object 1@ offset 0.0 0.0 0.3 1
064C: make_particle 4@ visible 

if
 22@ > 215.0 
 else_jump @GRIF_0a
10@ *= 10.0
038D: create_texture  35 position  350.0  350.0 scale  10@  10@ color  255  255  255 alpha 255 
10@ /= 10.0

:GRIF_0a
03F0: text_draw_toggle  0
wait 0
//0650: destroy_particle 4@
038D: create_texture  5 position  350.0  350.0 scale  250.0  250.0 color  255  255  255 alpha 255 
038D: create_texture  19@ position  250.0  380.0 scale  100.0  100.0 color  255  255  255 alpha 255 
             // 
038D: create_texture  31 position  460.0  400.0 scale  100.0  100.0 color  255  255  255 alpha 255 
074B: draw_texture 32 position 470.0  394.0 scale 30.0 30.0 angle 22@ color_RGBA 255 255 255 255
if
 22@ > 220.0 // 
 else_jump @GRIF_LAMP_1
 22@ = 220.0  // 
066D: 4@ = attach_particle "heli_dust" to_object 1@ offset 0.0 0.0 0.3 1
066D: 4@ = attach_particle "explosion_molotov" to_object 1@ offset 0.0 0.0 0.3 1
066D: 4@ = attach_particle "explosion_molotov" to_object 1@ offset 0.0 0.0 0.3 1
066D: 4@ = attach_particle "explosion_molotov" to_object 1@ offset 0.0 0.0 0.3 1
066D: 4@ = attach_particle "explosion_molotov" to_object 1@ offset 0.0 0.0 0.3 1
066D: 4@ = attach_particle "explosion_molotov" to_object 1@ offset 0.0 0.0 0.3 1
064C: make_particle 4@ visible 
 
 
 //
 
:GRIF_LAMP_1
if
 22@ > 180.0 
 else_jump @GRIF_000
074B: draw_texture 33 position 450.0  350.0 scale 30.0 30.0 angle 120.0 color_RGBA 255 255 255 255
074B: draw_texture 34 position 445.0  345.0 scale 10@ 10@ angle 230.0 color_RGBA 255 255 255 255
if
 22@ > 200.0 
 else_jump @GRIF_000
074B: draw_texture 33 position 460.0  340.0 scale 30.0 30.0 angle 160.0 color_RGBA 255 255 255 255
074B: draw_texture 34 position 460.0  335.0 scale 10@ 10@ angle 160.0 color_RGBA 255 255 255 255
if
 22@ > 210.0 
 else_jump @GRIF_000
074B: draw_texture 33 position 475.0  340.0 scale 30.0 30.0 angle 190.0 color_RGBA 255 255 255 255
074B: draw_texture 34 position 479.0  335.0 scale 10@ 10@ angle 190.0 color_RGBA 255 255 255 255
if
 22@ > 215.0 
 else_jump @GRIF_000
074B: draw_texture 33 position 485.0  350.0 scale 30.0 30.0 angle 230.0 color_RGBA 255 255 255 255
074B: draw_texture 34 position 490.0  345.0 scale 10@ 10@ angle 230.0 color_RGBA 255 255 255 255



 :GRIF_000
 if
 22@ < 130.0 // 
 else_jump @GRIF_1
 22@ = 130.0 // 
 

:GRIF_1
038D: create_texture  1 position  12@  11@ scale  10@  10@ color  255  255  255 alpha 255 
11@ += 2.0   // 
12@ -= 0.25
if
 11@ >= 440.0
 else_jump @GRIF_2
  12@ = 320.0//
  11@ = 300.0  // 
  23@ += 1 //  
  0@ = 304534//  -A-
  22@ -= 5.0 // 
if
  // 0AB0:   key_pressed 65//A
  &0(0@,1i) == 0x00FF0000
 else_jump @GRIF_2
 038D: create_texture  11 position  300.0  430.0 scale  15.0  25.0 color  255  255  255 alpha 255 
 wait 0
 038D: create_texture  11 position  300.0  430.0 scale  20.0  10@ color  255  255  255 alpha 255
 wait 0 
 038D: create_texture  11 position  300.0  430.0 scale  25.0  10@ color  255  255  255 alpha 255
 wait 0 
 038D: create_texture  11 position  300.0  430.0 scale  30.0  10@ color  255  255  255 alpha 255
 24@ += 1
 31@ += 10.0
 22@ += 10.0 // 

:GRIF_2
038D: create_texture  2 position  13@  14@ scale  10@  10@ color  255  255  255 alpha 255
14@ += 3.0  // 
13@ -= 0.16 // 
if
 14@ >= 440.0
 else_jump @GRIF_3
  13@ = 340.0// 
  14@ = 300.0 // 
  23@ += 1 //  
   0@ = 304543//  -S-
   22@ -= 5.0 // 
if
  &0(0@,1i) == 0x00FF0000
  else_jump @GRIF_3
 038D: create_texture  11 position  333.0  430.0 scale  15.0  25.0 color  255  255  255 alpha 255
 wait 0
 038D: create_texture  11 position  333.0  430.0 scale  20.0  10@ color  255  255  255 alpha 255
 wait 0 
 038D: create_texture  11 position  333.0  430.0 scale  25.0  10@ color  255  255  255 alpha 255
 wait 0
 038D: create_texture  11 position  333.0  430.0 scale  30.0  10@ color  255  255  255 alpha 255  
24@ += 1
 31@ += 10.0
  22@ += 10.0 // 
  
:GRIF_3
038D: create_texture  3 position  15@  16@ scale  10@  10@ color  255  255  255 alpha 255
16@ += 2.70  // 
15@ += 0.2 // 
//10@ += 0.1  //
if
 16@ >= 440.0
 else_jump @GRIF_4
  15@ = 355.0// 
  16@ = 300.0 // 
  23@ += 1 //  
 0@ = 304536//  -D- 304536
 22@ -= 5.0 // 
if
  &0(0@,1i) == 0xFF
  else_jump @GRIF_4
 038D: create_texture  11 position  365.0  430.0 scale  15.0  25.0 color  255  255  255 alpha 255
 wait 0
 038D: create_texture  11 position  365.0  430.0 scale  20.0  10@ color  255  255  255 alpha 255
 wait 0 
 038D: create_texture  11 position  365.0  430.0 scale  25.0  10@ color  255  255  255 alpha 255
 wait 0
 038D: create_texture  11 position  365.0  430.0 scale  30.0  10@ color  255  255  255 alpha 255  
 24@ += 1
 31@ += 10.0
 22@ += 10.0 // 

:GRIF_4
038D: create_texture  4 position  18@  17@ scale  10@  10@ color  255  255  255 alpha 255
17@ += 1.8  // 
18@ += 0.20 // 
if
 17@ >= 440.0
 else_jump @SIZE_1
  18@ = 375.0// 
  17@ = 300.0 // 
  23@ += 1 //  
  0@ = 304537//  -F-
  22@ -= 1.0 // 
if
  &0(0@,1i) == 0xFF
  else_jump @SIZE_1
 038D: create_texture  11 position  395.0  430.0 scale  15.0  25.0 color  255  255  255 alpha 255
 wait 0
 038D: create_texture  11 position  395.0  430.0 scale  20.0  10@ color  255  255  255 alpha 255
 wait 0 
 038D: create_texture  11 position  395.0  430.0 scale  25.0  10@ color  255  255  255 alpha 255
 wait 0
 038D: create_texture  11 position  395.0  430.0 scale  30.0  10@ color  255  255  255 alpha 255  
 24@ += 1
 31@ += 10.0
 22@ += 10.0 // 

:SIZE_1
10@ += 5.0
if
 10@ > 30.0
else_jump @FULL_KEY_HARD_1
10@ = 20.0
19@ += 1
if
 19@ == 23
 else_jump @FULL_KEY_HARD_1
 19@ = 21

 :FULL_KEY_HARD_1
 if and
  0AB0:   key_pressed 68//D
  0AB0:   key_pressed 70//F
 else_jump @FULL_KEY_HARD_2
 24@ -= 1
 31@ -= 10.0
 if
  31@ < 0.0
  else_jump @FULL_KEY_HARD_2
  31@ = 0.0
 
:FULL_KEY_HARD_2 
 if and
  0AB0:   key_pressed 83//S
  0AB0:   key_pressed 65//A
 else_jump @FULL_KEY_HARD_3
 24@ -= 1
31@ -= 10.0
 if
  31@ < 0.0
  else_jump @FULL_KEY_HARD_3
  31@ = 0.0
 
 :FULL_KEY_HARD_3
 if and
  0AB0:   key_pressed 68//D
  0AB0:   key_pressed 70//F
  0AB0:   key_pressed 83//S
  0AB0:   key_pressed 65//A
else_jump @FULL_KEY_HARD_4
24@ -= 1 
22@ -= 10.0 // 
31@ -= 10.0
 if
  31@ < 0.0
  else_jump @FULL_KEY_HARD_4
  31@ = 0.0

:FULL_KEY_HARD_4
045B: draw_text_2numbers 400.0 350.0 GXT 'KICK1_9' numbers 24@ 0 //BB_17		// ~r~Time Expired!
if
 24@ < 0
else_jump @EXIT_HEROGUITAR 
24@ += 1

:EXIT_HEROGUITAR
0AB9: get_mp3 5@ state_to 6@ //   mp3

if or
00E1: key_pressed 0 15  //-=E=-
6@ <= 0
else_jump @GRIF_0
0AAD: set_mp3 5@ perform_action 0 //   
02A3: toggle_widescreen 0//  
//0:  
//1:   
//2:    
//3:  
//045B: draw_text_2numbers 250.0 250.0 GXT 'BB_17' numbers 99 5 //BB_17		// ~r~Time Expired!  BB_19

player.CanMove($PLAYER_CHAR) = true
Camera.Restore_WithJumpCut
//gosub @PROCENT_ISPOLNENIA    
wait 1000
03F0: text_draw_toggle  0 //     
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
wait 1000
0391: release_txd_dictionary //  TXD' 
wait 0
gosub @TEXTUR_LOAD_DOUBLE//  C-=-=-=-=
0605: actor $PLAYER_ACTOR perform_animation_sequence "gitarist" IFP_file "GUITAR" 1004.0 loop 0 1 1 0 time 1000
object.Destroy(2@)
object.Destroy(1@) 
//==========================
gosub @RAZMER_RETING //
if 
 6@ > -1
else_jump @END_MISSION_GAME_2 //@End_miniMission
0AAE: release_mp3 5@ //   
jump @END_MISSION_GAME_2 //@End_miniMission

:END_MISSION_GAME_2
wait 0
03F0: text_draw_toggle  0 //     
5@ = 328//  .
gosub @LOAD_new_Object_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0
object.Create(12@,5@,21@, 22@, 23@)
070A: AS_actor $PLAYER_ACTOR attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
model.Destroy(5@) 
wait 0
0391: release_txd_dictionary //  TXD'

$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION

5@ = 2231//  .
gosub @LOAD_new_Object_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0
object.Create(13@,5@,21@, 22@, 23@)
model.Destroy(5@)
jump @OBJECT_NOT_LIFT_ACTOR_1 //@End_miniMission
//===================================================
//==========  ===============  
:PROCENT_ISPOLNENIA
22@ = 0
if
 24@ <= 0
 else_jump @PROCENT_ISPOLNENIA_1 
 return

:PROCENT_ISPOLNENIA_1
03F0: text_draw_toggle  0 //     
wait 0
22@ += 1
038D: create_texture  23 position  200.0  300.0 scale  80.0  80.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 170.0  280.0 GXT 'FEC_FNC' numbers 22@ 5
if
 001D:    21@ >= 23@ // (int) 
 else_jump @PROCENT_ISPOLNENIA_1
 21@ = 0

 
:PROCENT_ISPOLNENIA_2
03F0: text_draw_toggle  0 //     
wait 0
21@ += 1
038D: create_texture  23 position  200.0  300.0 scale  80.0  80.0 color  255  255  255 alpha 255
045B: draw_text_2numbers 170.0  320.0 GXT 'FEC_FNC' numbers 21@ 5
045B: draw_text_2numbers 170.0  280.0 GXT 'FEC_FNC' numbers 22@ 5
if
 001D:    21@ >= 23@ // (int)  
 else_jump @PROCENT_ISPOLNENIA_2
  wait 2000
 
:PROCENT_ISPOLNENIA_3
return
//==================================
:KP_GUITAR
5@ = 328//#GUN_BOXBIG
gosub @LOAD_new_Object_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 5.50 0.50
object.Create(2@,5@,21@, 22@, 23@)
Camera.SetPosition(21@, 22@, 23@,0.0,0.0,0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 250.0
object.Angle(2@) = 21@
wait 0
070A: AS_actor $PLAYER_ACTOR attach_to_object 2@ offset -0.40 0.0 0.0 on_bone 1 0 perform_animation "NULL" IFP_file "NULL" time 1
wait 0
model.Destroy(5@)
5@ = 2231//#GUN_BOXBIG
gosub @LOAD_new_Object_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.50 -1.0
object.Create(1@,5@,21@, 22@, 23@)
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 180.0
object.Angle(1@) = 21@
model.Destroy(5@)
gosub @LOAD_ANIM_000 
0615: define_action_sequences 21@  // .  1@  
0605: actor -1 perform_animation_sequence "gitarist" IFP_file "GUITAR" 1004.0 loop 1 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@ 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 1@ offset_from_object_origin 0.0 -1.0 1.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
21@ = object.Angle(1@)
21@ += 90.0
actor.Angle($PLAYER_ACTOR) = 21@
return
 //=================================
:LOAD_new_Object_1
 Model.Load(5@)  
 038B: load_requested_models 
 
 :LOAD_new_Object_2
 wait 0
 if
  model.Available(5@)
  else_jump @LOAD_new_Object_2 
 return
 
 :LOAD_ANIM_000 //   mkq
04ED: load_animation "guitar"      

:LOAD_ANIM_100 //   .
wait 0
if   
04EE:   animation "guitar" loaded 
else_jump @LOAD_ANIM_100 //     .
return // 


:TEXTUR_LOAD_DOUBLE
0390: load_txd_dictionary "GUITAR"  // TXD  -        
038F: request_texture "GUITAR" as  1  // -        
038F: request_texture "RUKAGRIF" as  2
038F: request_texture "RUKAGRIFB" as  3
038F: request_texture "KURSOR" as  4
038F: request_texture "TIME" as  5
038F: request_texture "LIVEA" as  6
038F: request_texture "LIVEB" as  7
038F: request_texture "RETING" as  8
038F: request_texture "RETINGK" as  9
038F: request_texture "NOGAME2" as  10
038F: request_texture "STATUS1" as  21
038F: request_texture "STATUS2" as  22
038F: request_texture "STATUS3" as  23
038F: request_texture "STATUS4" as  24
038F: request_texture "STATUS5" as  25
038F: request_texture "CLUBBAR" as  26
038F: request_texture "BONUS1" as  30
038F: request_texture "BONUS2" as  31
038F: request_texture "BONUS3" as  32
038F: request_texture "BONUS4" as  33
038F: request_texture "RUKASTRUNA" as  13
return